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 .
Virtual reality headset
Virtual Reality was used by Nintendo's Wii game console by having the player use a controller to interact with the game of their choice, often being sports games. Soon after the release of Nintendo's Wii, Xbox released a full body reading system called "Kinect" and PlayStation released a similar virtual reality device named "PlayStation Move." These gaming devices use virtual reality to control avatars within a game, where the player's movements are copied by the avatar to complete the game. This means that the player is not truly engaged in the virtual reality world.