

Virtual Becomes Reality: A Stanford VR Experience
Jeremy Bailenson · June 30, 2021 · VR, Education, 6DOF, Casual, Realistic
Virtual Becomes Reality: A Stanford VR Experience is free to play — no purchase needed. We track it so you know if that ever changes.
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Virtual Becomes Reality: A Stanford VR Experience price
Virtual Becomes Reality: A Stanford VR Experience is free to play — there is no purchase price, on Steam or anywhere else we track. We keep watching it, so if it ever stops being free the price history on this page will show when that happened and what it changed to.
About Virtual Becomes Reality: A Stanford VR Experience
It was simple - every Friday at 4pm, the first 24 people who showed up got a tour of the lab. Soon one tour a week wasn't enough to meet demand as groups from all over the world became curious about this new technology. Over the years, at least 15,000 visitors made the trip. But now, travel to Stanford is no longer required. We are bringing the lab to you.
In this immersive tour, you will learn about the power of presence, fly like a superhero, deepen your understanding of human impacts on the environment, become a football quarterback, meet Grover from Sesame Street, see yourself as another person, and even grow a third arm.
With VR technology now widely available, it’s more important than ever to understand its impact on people and society. Join us in exploring how we can use this powerful medium to enhance our everyday lives.
This piece is best experienced walking in a room scale set-up using both hand controllers. We also support seated and one-handed play. Note: One-handed play does not include the flying or third-arm scenes.
Virtual Becomes Reality: A Stanford VR Experience — game info
- Platforms
- Windows
- Steam Deck
- Unsupported
- Player modes
- Single-player
- PC Game Pass
- Not included
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
⠀6 found this helpful
neat demonstration of what vr can do1 found this helpful
[h1]Before I played Virtual Becomes Reality: A Stanford VR Experience, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]1 found this helpful
"Virtual Becomes Reality: A Stanford VR Experience" is not a game. Games contain meaningful gamelike interaction and game loops, which are absent in this "art experience". Instead of being a game, "Virtual Becomes Reality: A Stanford VR Experience" is a software application that presents a poorly made art exhibition. This art exhibition infringes on the copyrighted works of Jim Henson (though the nonprofit Sesame Workshop) as it features trademarked characters from Sesame Street used without any apparent permission from the copyright holder to create and publish a derivative work. It's from some community college or something, I mean, the kind of institution so badly funded they don't know the difference between what's a game or not and they don't know what constitutes fair use copyright and what's in fact a whopping great big legal liability. We get this non-game shovelware on Steam whenever your usual Starbucks barista/McDonalds frycook art school dropout finally gets a restraining order from the local art galleries so turns to Steam Direct to try get their art published somewhere so they can finally dream of moving out of their parents basement. It's true that games can b…
10/10 i thoroughly enjoyed seeing grover
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