It's inevitable at this point: After having experienced a variety of virtual reality -- from gaming to cinematic -- whenever I'm about to enter into a new demo, my anxiety spikes. "Is this going to make me massively ill?" I wonder, fearing the subsequent rapid heartbeat, flop sweat and nausea that mark the unwelcome arrival of motion sickness. I mention this not to discredit the coming revolution of VR -- because I do think it's here to stay and I'm glad for it -- but to sound an alarm bell for the industry. If VR is to go mainstream -- and given Facebook's billion-dollar bet on Oculus VR, it very well should -- consumers like me need to stop getting sick. It's a pitfall the brilliant developer Jesse Schell mocked in his talk on making great VR at Oculus Connect 2 in Los Angeles: "Our game is so good it makes you vomit." Schell's comment was obviously made tongue-in-cheek, but it underscored a common symptom of faulty VR development. Thankfully, there's an antidote to this: education.
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