Updated Mar 17, 2026 by Baltic Game Industry
Whitepaper · November 1, 2020
Published by Baltic Game Industry
Implementation of Virtual Reality Applications in Other Industries The VR Best Practice Catalogue plays a key role in opening up new business areas for game developers in the BSR. The stabilisation of existing and opening of new markets will enable the BSR to be a high potential actor in the rapidly growing VR sector and to develop into an international game industry hotspot.
Recommendations for Implementation of Virtual Reality Applications in Other Industries Output 4.6 of the BGI Project XRH I S bgi
The VR Best Practice Catalogue plays a key role in opening up new business areas for game developers in the BSR. The stabilisation of existing and opening of new markets will enable the BSR to be a high potential actor in the rapidly growing VR sector and to develop into an international game industry hotspot. Editor BGZ Berliner Gesellschaft für internationale Zusammenarbeit mbH (DE) Author HTW Berlin University of Applied Sciences (DE) Pictures Title page: ©iStock.com-bedya Title page bottom: ©iStock.com/mediaphotos All other remaining graphics and images are the proprietary property of the members of the Baltic Game Industry project. cc This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License excluding its photographs.
Content 1. INTRODUCTION.....................................................................................................4 2. PREPARATION & PLANNING...................................................................................5 2.1 What is the Goal of the application? .............................................................................................................. 5 2.2 Who is the Application Aimed at?................................................................................................................... 6 2.2.1 Applications Aimed at Patients ............................................................................................................................. 6 2.2.2 Applications for Professional Training ................................................................................................................. 6 2.2.3 Personnel Conducting and Supervising the Use of the Application ............................................................. 7 2.3 Special Hardware Requirements for Different User Groups ........................................................................ 7 2.3.1 Haptic Gloves ............................................................................................................................................................. 7 2.3.2 Hand Tracking ............................................................................................................................................................ 8 2.3.3 Choosing an XR headset According to the Application's Goal ....................................................................... 8
............................................................................................................................................................ 8 2.3.3 Choosing an XR headset According to the Application's Goal ....................................................................... 8 2.4 Ethics and Data Protection .............................................................................................................................10 3. EQUIPMENT FOR THE USE OF XR ..........................................................................11 3.1 Room Set-up.....................................................................................................................................................11 3.2 High-End PC ...................................................................................................................................................... 11 3.3 XR-Specific Hygiene Products ........................................................................................................................ 11 4. WORKING WITH RECORDED DATA ....................................................................... 12 4.1 Advanced Data Acquisition ............................................................................................................................ 12 4.2 Preparing Data From the XR application for Researchers ..........................................................................12 5. DEVELOPMENT OF THE APPLICATION “ALCAVOID” ............................................... 13
............................................................. 12 4.2 Preparing Data From the XR application for Researchers ..........................................................................12 5. DEVELOPMENT OF THE APPLICATION “ALCAVOID” ............................................... 13 5.1 Aim of the Application ....................................................................................................................................13 5.2 Technical Implementation .............................................................................................................................. 13 5.3 Lessons Learned .......................................................................................................................................................... 15
1. Introduction One of the many goals of the Baltic Game Industry project is the piloting of the implementation of Virtual Reality (VR) in a non-gaming context, in this case, for the health sector. The DE:HIVE is a branch of the game design study programme of the HTW Berlin University of Applied Sciences, dedicated to creating virtual applications in cooperation with researchers and scientis ts. Working with a diverse team of artists, programmers, game designers and engineers under the leadership of Prof. Susanne Brandhorst and Prof. Thomas Bremer, our goal is to create and enrich digital applications for training, assessment, therapy, education, etc. Using a method called “Game Thinking”,<sup>1</sup> we work in close cooperation with researchers to find the best design solutions for the needs of a non-game application by transferring game design principles and best practices to a non-game context. When creating a new application for a specific sector, many factors have to be considered. The following guide will provide insights and experience gained from creating a VR application for the health sector in close cooperation with Prof. Dr Simone Kühn of University Medical Center Hamburg-Eppendorf (UKE) who is in charge of the researchers that the application was created for. Aimed at designers and researchers, this guide will not only cover the technological and design considerations necessary but will also show the importance of clear communication betwee n the different professions to ensure the best results.
The global virtual reality market is undergoing a significant resurgence, transitioning from a niche hardware segment into a sustainable ecosystem. This evolution is primarily driven by the proliferation of affordable standalone 6DoF devices, such as the Meta Quest and Pico 4, which have lowered barriers to entry for mainstream consumers. While these standalone units may lack the raw performance of high-end PC VR setups, their accessibility has catalyzed rapid growth in the active install base. Data indicates that nearly 60% of VR gamers engage with their headsets at least once a week, signaling high retention and a shift toward consistent usage patterns. Gaming remains the primary gateway for consumer adoption, bolstered by the emergence of high-quality "killer apps" and the popularity of adventure and shooter genres. The market is also seeing a shift toward hybrid monetization models, including downloadable content and subscriptions, alongside an increase in social and fitness-oriented virtual environments. Beyond entertainment, VR technology is becoming increasingly essential for industrial applications. Powerful 3D engines like Unreal and Unity are facilitating the expansion of immersive technology into healthcare simulations, remote architectural planning, and education. The global active VR hardware install base is projected to reach 46 million units by the end of 2024, reflecting a compound annual growth rate of 42.0% since 2019. This sustained momentum is supported by continuous advancements in motion tracking and haptic feedback, as well as substantial investments from major software and hardware firms. As the technology matures, the integration of VR into both consumer lifestyles and professional workflows suggests a long-term trajectory toward widespread cross-industry utility.
The virtual reality market is entering a period of significant expansion, with the global active hardware install base projected to reach 46 million units by 2024. This growth, characterized by a 42% compound annual growth rate, is primarily fueled by the rise of standalone headsets like the Meta Quest 2 and the release of high-quality software titles. While high-fidelity experiences still rely on PC-based hardware, the shift toward accessible, standalone devices has broadened the consumer base. Gaming remains the central pillar of the ecosystem, as 72% of headset owners identify it as their primary use case, and nearly 60% of users engage with their devices weekly. Demographically, the VR audience consists largely of high-earning, tech-savvy males who prioritize immersion and social interaction. Popular genres such as adventure, shooters, and simulation dominate the landscape, mirroring traditional gaming trends, while survival horror and high fantasy themes capitalize on the unique immersive capabilities of the medium. The market is also seeing a diversification of content, with a balance between VR-exclusive titles and integrated experiences that offer VR support alongside traditional play modes. The industry is maturing into a financially sustainable ecosystem through the adoption of hybridized monetization models, including downloadable content, subscriptions, and in-game transactions. Major investments from industry leaders like Meta, Sony, and Pico are driving the development of high-profile intellectual properties. Furthermore, the utility of VR is expanding beyond entertainment into social metaverse platforms and enterprise applications in healthcare, education, and manufacturing. This cross-sector growth is supported by the increasing versatility of 3D game engines, positioning VR as a critical technology for both consumer escapism and industrial innovation.
The response aims to shape EU policy on virtual worlds and the emerging metaverse by presenting the video games sector’s perspective, emphasizing that the concept remains fluid and should not be prematurely defined. It argues that existing EU digital legislation—covering consumer protection, competition, data protection, and cybersecurity—already applies to virtual environments, and that imposing legal interoperability at this early stage would hinder innovation. The submission stresses the strategic importance of digital‑skills education, urging a holistic pipeline from primary schools to higher education and the removal of immigration barriers to attract global talent. Historical evidence shows that virtual worlds have long existed in games, from the 1974 MazeWar prototype to contemporary platforms such as Roblox, Fortnite and Animal Crossing, demonstrating their role in fostering social capital and community resilience, especially during the COVID‑19 pandemic. Empirical data underline the sector’s economic weight: European consumer spending reached €23 billion in 2021, the industry comprises over 5,100 studios, generates more than €12 billion in annual turnover and employs roughly 90 000 people. A forecast for Sweden predicts a shortfall of 25 000 game developers by 2031, highlighting a broader talent gap across the EU. The text calls for expanded public‑funding mechanisms—Horizon Europe, Digital Europe, InvestEU—and the inclusion of video games in the General Block Exemption Regulation to enable SMEs to access support. It also advocates for greater awareness of existing R&I schemes, stronger public‑private partnerships, and the preservation of unlicensed spectrum for Wi‑Fi to sustain network capacity, noting that current fixed‑line and mobile traffic growth rates have stabilized below 20 % and 10 % respectively. Overall, the submission positions the video games industry as a catalyst for Europe’s digital transition while urging measured, standards‑based regulation that respects market dynamics.
The analysis evaluates the emerging economic significance of immersive digital environments, arguing that the metaverse will become a major engine of growth and societal transformation by 2030. It positions the metaverse as the next immersive iteration of the internet, driven by real‑time interactivity, user agency and eventual cross‑platform interoperability, and stresses that firms must define clear objectives, pilot test use cases, and build talent and technology capabilities now to capture value while managing ethical, security and workforce‑reskilling risks. Investment activity surged in early 2022, with more than $120 billion flowing into the ecosystem across venture capital, private‑equity, mergers and acquisitions and corporate spend. The influx was amplified by Microsoft’s $69 billion acquisition of Activision, and corporate budgets such as Meta’s $10 billion annual allocation underscore the scale of commitment. Survey data from over 3,400 consumers and executives reveal that roughly 60 % of early‑adopter users are eager to shift daily activities—socializing, entertainment, shopping and travel—into virtual spaces, while 95 % of senior leaders anticipate a positive industry impact and project up to $5 trillion in economic value by 2030, comparable to the size of Japan’s economy. Gaming remains the primary catalyst, supporting more than three billion users and a $200 billion market, and early adopters report higher profit margins. Across 19 industry sectors—including fashion and luxury, consumer‑packaged goods, retail, finance, utilities, manufacturing, education and government—XR‑enabled experiences are unlocking new revenue streams, with virtual‑goods sales already at roughly $40 billion and fashion brands leading digital‑identity initiatives. Executives rank cryptocurrency, artificial intelligence and AR/VR as the most important enabling technologies, yet cite uncertain ROI, lack of viable business models and insufficient managerial capability as chief barriers, while data‑privacy and cybersecurity concerns appear for over 85 % of leaders. Geographically, the findings draw on global surveys conducted in 11 countries, encompassing 3,104 consumer respondents and 448 C‑level executives, and reflect investment trends and use‑case experimentation worldwide. The outlook projects that by 2030 more than half of live events and over 80 % of commerce could occur in virtual environments, with users spending up to six hours daily in immersive experiences. Realizing this potential will require coordinated governance, inclusive design and robust regulatory frameworks to