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 cue reactivity
Arguably the most important facet in making a virtual environment seem real is an appeal to sight. A virtual reality headset, incorporating a head-mounted display (HMD) is placed in front of the eyes of a patient like a pair of sunglasses, enabling for complete visual attention. A virtual environment is then displayed. A system of motion sensors tracks movement of the patient's head. If the patient tilts, or turns his head to view another part of the room, the environment adjusts accordingly. This allows for a more realistic experience by limiting restrictions of the head.