Conclusions

For all business sectors Virtual Reality led to extreme improvements in training and safety leading to better trained staff and result better products. Virtual Reality also was much cheaper then building more flight simulators, fire houses or schools. In entertainment VR is being used everywhere. Games like Beat Sabre and Half-Life prove that there is growing demand for full immersion games, and for non-gamers the option to virtually tour remote sites like the Louvre bring the interest of the platform. With COVID these escapes from reality are insights for how to implement VR in the real world.

With this opportunity my research to see how VR can be useful across education, entertainment, and health. I was fascinated most about its influences in the Health Sector. VR would not just influence growth by training future medical professional but directly improve a patients' outcome, well-being, and overall health.

Virtual Reality provides an evolution to strengthen all of us, giving us opportunities to make us better and more proficient. VR has helped professionals do their jobs better, students to learn better, and help the world to continue growing and experiencing even during difficult times as a pandemic.