Entertainment problem: AR/VR Apps

++ All booklets now selling at 70% discount and fully available for free through the KDP unlimited circuit. Get them while it lasts!

Tailored content can be provided upon request. Submit your technical specification through the contact form in the About page at and get your quote.

Literature Review: AR/VR Apps problem for Entertainment

This “Ten Problems for Entertainment in the 2020s” booklet identifies ten relevant areas from very recent contributions put forward at academic level in the form journal articles, conference proceedings and students’ theses. Ten freely accessible internet references have been selected for each area and direct links are provided at the end of each chapter for own consultation. Our selected references do not intend to mirror ranking indexes nor establish novel classifications. On the contrary, they are meant to represent peer-reviewed, diverse and scientifically-sound case studies for vertical dissemination aimed at non-specialist readers. They will also be able to scoop even more references through the bibliography that is reported at the end of each selected reference.

Without further ado, these are the ten problems that we are going to introduce in this booklet:

  1. gamification,
  2. personalization,
  3. co-creation,
  4. nostalgia,
  5. streaming,
  6. ar/vr apps,
  7. sports,
  8. operations,
  9. costs,
  10. advertising.

Each problem has its own dedicated chapter made of an introductory section, a short presentation of the ten selected references and a conclusions section.

The final chapter of this booklet will report the conclusions from each chapter again in order to provide a complete executive summary.

6 AR/VR Apps

THE PROBLEM — Virtual Reality is a simulated experience that can be similar to or completely different from the real world. Augmented Reality is the technology that expands our physical world, adding layers of digital information onto it. Mixed Reality is the blend of Virtual Reality and Augmented Reality toward a new holographic experience.

CASE STUDIES — … buy this booklet from Amazon …

CONCLUSIONS — Immersive technology refers to technology that attempts to emulate a physical world through the means of a digital or simulated world by creating a surrounding sensory feeling. Immersive Technology in museums aims to increase interaction between visitors and objects by using a fusion of cutting-edge technologies, digital libraries, and the visitors’ interactions. There is an increase of research experiments and pilot studies where Virtual Reality is applied in professional context for behavior and skill training. Technologies like holograms or Computer-Generated Imagery present legal issues related to the talents, likeness, mannerisms, voice, image, and personality of a deceased performer. Universities must assume an innovative role in line with the new emerging technologies, among which Augmented Reality stands out. In framing the creative processes and works in relation to military entertainment, artists working with virtual and physical realities can reflect on historic events by experimenting with mixed-reality installation. Travel and tourism is one of the most important industries where service offerings are realized by using Immersive Technology. Virtual Reality hardware and software are advancing at a fast pace in the gaming and the exergaming markets. The current popularity of video games among all ages has shown that they can also serve for other purposes rather than pure entertainment, such as therapeutic recovery. Sufficient coordination with network partners and educating early adopters in the early product lifecycle phase is essential.

TEN FREE REFERENCES FROM THE INTERNET — … buy this booklet from Amazon …

“Ten Problems for Entertainment in the 2020s” booklet for Amazon Kindle, 2020; click on the cover to go to the dedicated Amazon listing page

By TenProblems

Literature Reviews for Inquisitive Minds