Top According to Parineeti Rajgarhia of Zero Latency, "the free roam VR experience will explode the Indian VR gaming market."

There is a growing social component to gaming. Nowadays, people would rather play with their pals than alone themselves at home. Gaming used to be stigmatised as something that only kids did. But nowadays, adults play or are familiar with a variety of games, including PUBG, Fortnite, Candy Crush, and FarmVille. There are now games for every age range thanks to the evolution of gaming. Numerous metro and non-metro cities have seen a dramatic increase in the number of large gambling FECs (Family Entertainment Centers).

 

The founder of Zero Latency, a free-roam virtual reality (VR) gaming and entertainment facility in Mumbai, Parineeta Rajgarhia, discusses how VR gaming has developed quickly in recent years. Edited passages:

 

What changes do you think the gaming industry has undergone over the years?G

 

The Indian gaming market is currently valued at $1.5 billion and expanding quickly at a rate of 30% annually. Only China has more online players than this nation, which is expected to have more than 400 gaming enterprises. The increase was also fueled by the increasing uptake of smartphones, quicker internet, cloud gaming, wider gaming audience (from toddlers to adults and senior generation), and a noteworthy contribution from the female players. Covid-19 added 45–50 million new online gaming members (casual and hard core).

 

Where do you anticipate the studio gaming market, consumer base, and level of competition to be in the upcoming years?

 

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Despite its potential, VR's rate of development has lagged behind since its creation in the 1960s. It was reportedly expected to become popular by 1994, but it never really took off at that time. However, the rise of VR gaming in 2019 was astounding, increasing by 25% to $12, and in the future, it is anticipated to increase by 30% from 2020 to 2027!

 

The advent of "Free Roam VR" experience is propelling the introduction of VR, having solved the shortcomings of classic VR, which confined the VR experience to be immobile, isolating, and expensive India has arcades. The target market and gamers are drawn to this because they care most about having the best social experience possible at the lowest possible cost. Additionally, the interactive and engaging experience that these arcades offer keeps the players coming back.

 

Could you elaborate on the more recent gaming technologies?

 

The gaming sector is currently growing at a remarkable rate. The gaming industry is expanding and opening up more opportunities for employment and income thanks to newer technologies like cloud gaming (gaming-on-demand, as a service), better mobile gaming devices (from laptops and multiple screens to hand held mobile devices), e-sports, which are rapidly gaining popularity, and VR gaming. These more recent innovations will advance

additional strength with the introduction of 5G, which will enable the industry to produce better streaming, more immersive, and better graphics.

 

Additionally, there will be better gear and software to capture and support the potential of VR gaming because some of the biggest industry companies, including Sony, HP, Google, and Facebook, have already staked a lot of money on the VR market. Apple is also planning to enter the market. Large gaming studios around the world are concentrating more on creating VR games and collaborating with VR businesses to make them compatible with their hardware and software. For instance, Ubisoft, one of the biggest developers, just released the VR edition of its popular video game Far Cry in conjunction with Sony.

 

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