Virtual reality (VR) is one of the most innovative and, possibly, most disruptive technologies of the last decade. It has proven potential to transform several sectors, especially entertainment and gaming. The idea of taking gaming immersion to a whole new level and creating more sensory, three-dimensional game worlds is amazing, and will continue to redefine what gaming can be.
However, the video game industry is much more than that, and not all areas of it adopt VR at the same rate. Online gambling, often referred to as iGaming, has grown rapidly over the past two decades. In Spain, the iGaming market is well regulated and platforms must obtain a license to operate legally in the country. Many secure online casinos offer more than 2,000 casino games, but VR is still far from having a strong presence in this segment.
How do you explain the difference in adoption speed between video games and iGaming, two markets that are often considered similar when it comes to new technologies? In this article, we examine why such a difference exists.
Virtual reality in video games: immersion has become the norm
The appeal of virtual reality in video games is no mystery. Once you put on the glasses, developers can introduce new visual tricks and sensory cues. From spatial designs to wider first-person angles and physical feedback, virtual reality can immerse the player deeper into the action. It's no surprise that studios jumped on this technology early, as becoming a pioneer in perfecting it gave anyone who did it an advantage in the market.
Virtual reality has already transformed the way we experience games like Half-Life: Alyx, from Valve, or Beat Saber, from Beat Games. One places you in the middle of an alien invasion with meticulously constructed cityscapes; the other turns you into a rhythm-obsessed swordsman, gleefully slicing through neon blocks as if it were a completely normal pastime.
Other releases, from Resident Evil Village to No Man's Sky and Gorn, show how horror, endless exploration and chaotic hand-to-hand combat can take on new life when viewed through immersive glasses.
Tech giants like Sony and Meta continue to invest heavily in the development of virtual reality hardware. Modern headsets include full motion tracking packages and connect to existing consoles or function as standalone devices.
Sony's PlayStation VR2 connects seamlessly to the PS5, while the Meta Quest 3 works on its own, without the need for cables or a gaming computer, which is a small miracle for anyone who hates organizing cables.
iGaming and virtual reality: a meeting that continues to be delayed
In iGaming, the adoption of virtual reality technology has been much slower than in traditional video games. After years of suggesting it was the “next big thing” in online casinos, it hasn't happened. Most online casinos still rely on two-dimensional interfaces, with games played on computers and mobile devices. The main reason is the expectations, preferences and demands of the players.
Online casino gaming relies on speed, convenience, and ease of access, which doesn't mesh well with a longer setup time. Many casino fans play on their phones, which are easily accessible and ready to use at a moment's notice.
Virtual reality devices, on the other hand, are much more cumbersome and designed primarily for computers and consoles. Additionally, virtual reality equipment is still expensive, and not everyone is willing to add another expense to a hobby that already involves playing for real money.
Another factor is the legal and regulatory landscape. Traditional games face few restrictions, but online gambling operates in a sensitive area, so regulators are taking a more cautious approach. They raise legitimate concerns about the increased risk of addiction, with fears that players will lose more control in a more immersive virtual environment.
In several countries, the introduction of virtual reality is dependent on approval by bodies, along with updating their licensing procedures.
Finally, the creative studios themselves have shown less interest than expected. Limited player demand, regulatory hurdles, and the high investment required for VR have all contributed to slowing the pace. Casinos want as broad a customer base as possible, and the number of people who own a mobile phone far exceeds the number of people who own VR equipment.
Therefore, it is not worth it for a casino to make a large investment to try to attract a relatively small audience that is fond of VR.
Video games, now. Online gambling, maybe later
These are the main reasons for the different speeds of adoption of virtual reality technology in two markets that share so many similarities. Looking ahead, virtual reality is expected to continue expanding within gaming, while online gambling still faces several technical, legal and market-related hurdles before it can become a strong segment of virtual reality.


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