Why do People Like Virtual Reality: Exploring Key Attractions

Virtual reality (VR) has become increasingly popular in recent years, with more and more people experiencing this immersive technology.

From gaming and entertainment to education and training, VR has the potential to revolutionise the way we interact with the world around us. But why do people like virtual reality?

What is it about this technology that draws us in and keeps us engaged? Let’s explore some of the reasons why virtual reality has captured our imaginations and become such a compelling experience for so many people.

Evolution of Virtual Reality

Early Development

The history of virtual reality can be traced back to the 1800s, with the invention of the stereoscope in 1838. The stereoscope used twin mirrors to project a single image, which eventually evolved into the View-Master, patented in 1939 and still produced today.

The term “virtual reality” itself was first used in the 1980s, but the concept had been explored earlier in literature, such as Stanley G Weinbaum’s 1936 short story “Pygmalion’s Spectacles.

Throughout the 20th century, various technologies and ideas contributed to the development of virtual reality. For instance, the Link Trainer, an early flight simulator developed in the 1930s and 1940s, provided a realistic training experience for pilots3.

Modern VR Headsets

The modern era of virtual reality began in the 1980s and 1990s, with several companies and researchers working on developing advanced VR headsets. Among the pioneers was Jaron Lanier, who founded VPL Research in 1984 and developed the DataGlove and EyePhone.

These devices incorporated sensors and displays to provide users with an immersive, interactive experience.

In recent years, various companies have introduced powerful and accessible VR headsets, including:

  • Oculus Rift, released by Oculus (later acquired by Facebook) in 2016
  • HTC Vive, released by HTC and Valve Corporation in 2016
  • PlayStation VR, released by Sony Interactive Entertainment in 2016

These modern headsets offer improved graphics, lower latency, and greater interactivity, allowing users to experience virtual environments in a more seamless and realistic way.

Overall, the evolution of virtual reality has been a combination of technological advancements and innovative ideas, enabling users to explore and interact with digital worlds in ways that were once unimaginable.

Psychological Benefits


Virtual reality offers users an opportunity to escape their everyday lives and immerse themselves in new, fantastical experiences.

The immersive nature of virtual reality allows users to fully engage their senses, transporting them to a different world. This can provide a much-needed break from the stress and responsibilities of the real world, allowing users to relax and reduce their anxieties.

Moreover, virtual reality can be a valuable tool in therapy, helping people overcome fears and phobias through virtual reality-based exposure therapy.

By exposing patients to controlled, virtual situations that elicit anxiety, individuals can learn to cope with their responses in a safe and supportive environment.

Social Connectivity

In addition to escapism, virtual reality enables users to connect with others in unique and engaging ways. Through shared virtual experiences, users can interact with friends, family, or even strangers from all around the world.

These social experiences can help to foster a sense of belonging and camaraderie that may be difficult to achieve in the real world for some people.

Virtual reality platforms, such as multi-player games and virtual reality chat rooms, provide opportunities for users to build and maintain social connections.

This increased access to social interaction can help to stave off feelings of isolation and loneliness, which are common challenges in today’s increasingly digital world.

In conclusion, virtual reality has the potential to offer various psychological benefits, such as escapism and social connectivity. Through immersive experiences and opportunities for social interaction, users can derive positive impacts on their mental well-being.

Practical Applications

Virtual Reality (VR) has become an integral part of many industries, offering unique benefits and transformative experiences. This section explores the practical applications of VR in education, medical, and entertainment fields.


The use of VR in education has revolutionised teaching and learning processes. By offering immersive and interactive experiences, students can better understand complex subjects and gain hands-on experience. Some of the applications of VR in education include:

  • Virtual field trips: Students can explore distant locations, historical sites, and even outer space without leaving the classroom. This reduces costs and removes physical barriers, making education more accessible.
  • Enhanced STEM learning: Complex scientific concepts and engineering principles can be demonstrated visually and interactively through VR, supporting a deeper understanding of the subject matter.
  • Skills training: VR simulations help students acquire and practice specific skills, such as public speaking, language learning, or technical training, in a safe and controlled environment.


VR has proved instrumental in the medical field, with applications ranging from diagnostics and treatment to training and rehabilitation. Some examples of VR in the healthcare sector include:

  • Medical training: VR simulations allow medical students and professionals to practice surgeries and diagnostic procedures without the risk of harm to patients. For instance, Osso VR provides surgical training and assessment tools.
  • Pain management and therapy: VR can act as a form of distraction therapy, effectively reducing acute pain and anxiety among patients undergoing medical treatment.
  • Rehabilitation: Patients recovering from stroke, brain injuries, and other physical disabilities can use VR for physiotherapy and regaining movement control, offering engaging and tailored rehabilitation exercises.


The entertainment industry, notably gaming, has embraced VR, offering new levels of immersion, interaction, and storytelling. Beyond gaming, VR has also found its place in other forms of entertainment:

  • Theatre and concerts: Audiences can experience live performances from the comfort of their homes, with VR providing 360-degree views and a sense of presence.
  • Art and exhibitions: VR enables artists to create and display their work in virtual galleries, allowing unlimited creative freedom and reaching wider audiences.
  • Film and television: VR has made compelling storytelling and interactive narratives possible, transforming passive viewing experiences into immersive explorations.

In conclusion, the world of Virtual Reality has opened up new possibilities in various industries, including education, medical, and entertainment. As technology advances, we can expect to see even more innovative and impactful uses of VR in the future.

Challenges and Limitations

Physiological Impacts

Virtual Reality (VR) can cause some users to experience physical discomfort, such as dizziness, nausea, and eye strain. Known as cybersickness, these symptoms mainly occur when the brain receives contradictory sensory information from the VR system.

These issues can be exacerbated for those who already suffer from motion sickness. To minimise physiological impacts, breaks should be taken regularly when using VR devices for extended periods.

Accessibility and Cost

Despite its increasing popularity, VR technology remains inaccessible to many due to its high costs. The devices themselves can be pricey, and a powerful computer or gaming console is often needed for optimal performance.

Furthermore, a lack of compatibility between different VR devices and platforms may limit the available content for users.

As VR technology continues to evolve, it is expected that the cost and accessibility barriers will gradually decrease, allowing more people to enjoy the immersive experiences that VR offers.

Unrealistic Training Environments

While VR has been useful for training in fields such as surgery and aviation, there is a concern that it might not provide a completely accurate representation of real-world scenarios.

The virtual environment lacks the tangible consequences found in real situations, potentially limiting the effectiveness of the training. Thus, it is essential to supplement VR training with hands-on experiences in the physical world to ensure a better transfer of skills and capabilities.

Future Potential

Technological Advancements

As virtual reality (VR) continues to evolve, rapid developments in technology such as extended reality (XR) and augmented reality (AR) are on the horizon.

These advancements promise to reshape the way we interact with digital environments and offer immersive experiences that we can only imagine today. For example, brain-computer interfaces are expected to revolutionise human digital experiences and provide entry points to the metaverse.

With more powerful processors, improved display resolutions, and faster connectivity, VR will become even more realistic in the near future. This would enable seamless and immersive communication, transforming the way we share experiences and information with one another.

Emerging Industries

The growth of VR has led to the emergence of new industries that focus on harnessing the power of this immersive technology. One such example is the rise of virtual meetings and remote collaboration platforms.

Spatial, a VR version of Zoom, saw a 1,000% increase in the usage of its platform since March 2020. This demonstrates how businesses are starting to adopt VR in an effort to enhance remote working solutions.

As the metaverse expands, it will create a new frontier for digital economies and social interactions. Industries such as gaming, entertainment, education, and healthcare are likely to benefit greatly from these advancements in VR technology. This opens up opportunities for content creators, developers, and businesses alike, encouraging innovation in both technology and user experience.

Picture of Phil


I’m the resident head of comms and partnerships here at Draw & Code. I work on strategy, sales, marketing and other vital areas at a studio that was founded on a dream and has spent the intervening decade trying to make that dream come true. I believe that immersive and interactive technologies are impacting on our lives and being in the epicentre of this industry makes every day a thrill.

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