Virtual reality
The 1990s saw the first widespread commercial releases of consumer headsets. In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head. In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system. It was released in many countries, including a dedicated VR arcade at Embarcadero Center in San Francisco. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences. "Computer Gaming World" predicted "Affordable VR by 1994".
Virtual reality headset
The virtual reality headset helps with therapy. People with mental health and addiction issues use therapy by virtual reality headsets to help get over these issues. The Virtual Reality Headset helped patients get over fear, anxiety, panic, and acrophobia. One patient was exposed to a virtual spider for 50 minutes a day over the course of a 12 week period. The Virtual Reality Headset also was used for exercising. Many exercising programs and sports games were created. When a patient is going through therapy, the patient has control over the exposure they have. During the exposure, the patients thoughts, feelings, muscle tension, and heart rate are all observed. Virtual Reality has psychological principles from cognitive-behavioral therapies, neurobiology, neurophysiology, existentialism, and psycho dynamic conceptualizations and knowledge in behavioral neuroscience. The Virtual Reality Headset helped patients get some emotional relief from their day-to-day medications.