First off, I&#x27;d definitely recommend reading <a href="http:&#x2F;&#x2F;gamasutra.com&#x2F;blogs&#x2F;JesseSchell&#x2F;20150626&#x2F;247113&#x2F;Making_Great_VR_Six_Lessons_Learned_From_I_Expect_You_To_Die.php" rel="nofollow">http:&#x2F;&#x2F;gamasutra.com&#x2F;blogs&#x2F;JesseSchell&#x2F;20150626&#x2F;247113&#x2F;Makin...</a>.<p>VR-wise, b) can definitely be mitigated. There seem to be two current strategies - either you design the experience to be primarily stationary, or you set up a room that people can actually, physically walk in.<p>stationary-only experiences might seem like a tight constraint, but constraints breed creativity :).<p>Rooms to walk around in have also been done, but they&#x27;re obviously more effort to set up and maintain, and are typically done by larger institutions.