Virtual reality
VR is most commonly used in entertainment applications such as gaming and 3D cinema. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development. 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback .
Alcatel Idol 4
"VentureBeat" considered the VR headset box to be a "clever value-add" that could be "a good way to move virtual reality downmarket from its lofty Oculus heights". "The Verge" considered the headset to be comfortable, but limited in comparison to the Samsung Gear VR because of its low level of functionality, lack of lens adjustment, and lack of content partnerships (as with Oculus and the Gear VR) beyond Google Cardboard-compatible content.