2016 was the year that virtual reality became an everyday reality. VR headsets hit the shelves and became the latest gadget to feel consumer hype with Playstation VR, Oculus Rift and HTC Vive all launching last year.
There is still the odd zombie shooter, and zombies jumping up on you in virtual reality is very, very frightening. Beyond slaughtering undead hordes, are there more constructive applications of virtual reality technology? Yes, and the possibilities are endless....
It's not hard to see why new Virtual and Augmented Reality technologies could shake up everything from marketing and gaming to commerce and education. But while one offers a closed and fully immersive experience and the other is open and only partly immersive, does either have a chance of moving beyond the hype to enter the mainstream?
The Olympics in Rio next month is sure to be a huge spectacle of sporting achievement and success. However, that success won't be limited to the competitors taking part, but will also be true for the new technology being used to capture the event and share it with the world.
There are also grand plans to incorporate VR into military strategy, to prepare NASA astronauts for their first voyage into space and even to train apprentice welders. The opportunities, it appears, are limitless.
Gamers, movie-goers, entertainment enthusiasts or, quite simply, experience-hungry millennials are crying for mainstream, cheaper virtual reality. But as new VR kid on the block Vive continues to intrigue users, we have to ask ourselves who will end up being credited with bringing this incredible technology to the masses.
New technology always creates a buzz, but the overwhelming online feedback has been one of dismay at the price. Yes, it costs roughly $100 more than expected, but of all the feedback, it's surprising to see how many hardcore gamers and journalists seem to be taken aback, with the internet now rife with complaints and moaning.