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Back2Reality

  • bshakhriyar
  • Sep 5, 2021
  • 1 min read

Aims


•Raise awareness about one of the biggest problems of 21 century -gaming addiction among young people

•Help them to deal with its consequences such as socializing difficulties, health problems, communication and concentration issues


Content


•Creation of educational, entertainment and sport materials for VR devices

•Creation of the offline events for young people (targeted group 11-18 years old)

•Combination of VR games with outdoor activities which will take place in ”VR HUB” equipped with all the necessary VR devices and courts/fields nearby


Tools


•VR devices

•Instagram

•Tik-Tok

•YouTube

•Facebook

•Telegram

•Twitch

•Twitter


What is Virtual Reality?



VR Applications: Industries thatarealready using Virtual Reality


•Video Games

•Sports

•Education

•Healthcare

•Tourism

•Learning and Development

•Entertainment

•Social

•Recreation



Benefits of VR for Video Games and Sports


Little/no risk.

•Safe, controlled area.

•Realistic scenarios.

•Can be done remotely saving time and money.

•Improves retention and recall.

•Simplifies complex problems/situations.

•Suitable for different learning styles.

•Innovative and enjoyable



Benefits of Virtual Reality in Education:


•Increase knowledge area.

•Active experience rather than just passive information.

•Helps to understand complex concepts, subjects or theories.

•No distractions while the study.

•Boosts students creativity.

•Expands learners efficiency to gain knowledge




How VR/AR Can Promote Equity and Inclusion:


•leveraging its potential as an empathy tool


•adapting its extensive capabilities to meet the needs of users with disabilities


•mitigating barriers that arise from physical distance to strengthen communities and enhance person-to-person interactions across locations


 
 
 

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