While Steven Spielberg’s “Ready Player One” envisioned a thriving virtual reality landscape, teh reality of VR gaming in 2025 is more nuanced. Despite challenges like studio closures and the search for a definitive “killer app,” Australian gamers, developers, and researchers are proving that VR games are “not dead,” with unique contributions and innovative applications continuing to emerge. This article explores the persistent appeal and future potential of VR gaming, highlighting the Australian ingenuity shaping its evolution.
In Steven Spielberg’s 2018 film Ready Player One, humanity spends its days entertained in a massive virtual reality (VR) game called OASIS.Â
But in 2025, Spielberg’s dystopian vision of a VR future is far from reality.
Virtual reality games are still an entertainment niche, with manufacturers reducing prices to clear unsold VR headsets, VR software publishers laying off employees, and many development studios closing their doors.
While concerns remain around motion sickness, social isolation and the lack of a “killer app” — a game so enjoyable that it drives up VR headset sales — Australian gamers, developers and researchers insist VR games are “not dead”.
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They say there are still many possibilities for VR games, including in therapeutic settings, with Australians making unique contributions to the medium.
Anais “Naysy” Riley, a Queensland content creator, says the immersion and physicality of the games are a great part of the appeal of VR for Australians.
“When you play a game, you’re still controlling a character. But when you’re in VR, it’s a lot more immersive and you are that character,” she says.
“If you’re playing a Star Wars game, you’re picking up a lightsaber and physically get to swing it. You get to face Darth Vader yourself … it’s a bit more physical.“
“It used to be quite expensive to get into VR and you used to need … an expensive PC and all these external sensors. But now [VR headsets] are cheaper than ever.”
‘Stable niche’ with persistent problems
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According to James Birt, Associate Professor of Creative Media Studies at Bond University, VR games have “not hit the mark” of traditional video game formats, even with streamlined and “reasonably priced” headset technology.
“We’re looking at about 5 per cent of Australian households owning a [VR] headset … and about 50 million headsets [sold globally] across all the different brands,” Dr Birt says.
“[Nintendo] sold 100 million units of the [interactive video game console] Wii … I think that’s what the VR companies were really hoping they were going to get.
James Birt is a strong proponent of using VR games as a learning tool in educational settings. (Supplied: Bond University)
“But it’s a magnitude below what one would consider as mass adoption and certainly tiny when you look at PlayStation or Xbox or PC or the [Nintendo] Switch.
“It’s a niche of a larger industry, but it’s a stable niche, and I think that’s why I say that VR games are not dead; they’ve stabilised.“
Dr Birt believes a “stigma” around VR games causing motion sickness was created by people who felt sick playing in earlier, less advanced VR headsets.
“It’s a real shame because there are some absolutely incredible VR gaming experiences available that are so engaging and engrossing,” he says.
A lack of multiplayer experiences that can be enjoyed socially also hurts their mainstream appeal.
“VR is considered isolating because you’re within the headset, you’re by yourself. Beat Saber is a perfect example of that … it’s an individual experience within an immersive world,” Dr Birt says.
“I think a lot of people love to play multiplayer games, but they also love to play them together in the same space, and I think that is something that VR doesn’t afford at all.“
For many players, the lack of a “killer app” is the biggest obstacle to buying a VR headset.Â
But Ms Riley says finding a “killer app” depends on individual tastes.
“I found my killer app, it was Beat Saber. We’ve had some great games like Half-Life Alyx … that was the killer app for some people,” she says.
“I think it’s just finding the game that gets you into VR, and that’s going to be different for everyone. How do you define a killer app?”
Australian studios close
Justin McArdle, the founder of FrameLabs, a software development studio based in Fremantle, Western Australia, says working in VR is an opportunity to be at the cutting edge.
But this opportunity comes with significant challenges for Australian studios.
FrameLabs receives support from the WA government and Screenwest to fund the development of VR projects. (Supplied: FrameLabs)
“In Australia, [we are] very lucky to have government support, but you do get the feeling that if you actually look at the metrics on how many VR games have been supported across all those initiatives, it’s low,” Mr McArdle says.
“You can see that there is a kind of reticence about [VR games], you feel they don’t really understand … we’ve had indie game studios going under [in Australia], which has been heartbreaking for the community.”
In February 2025, Toast Interactive, the Gold Coast-based development studio that developed Max Mustard (2024) and Richie’s Plank (2017), closed down.
According to Mr McArdle, Australian studios contribute “incredible creativity and energy” to the global VR development scene.
Award-winning Max Mustard was developed in Australia by Toast Interactive. (Supplied: Toast Interactive)
“[Richie’s Plank] is the go-to for so many people who want to demonstrate the power of VR,” he says.
“Whenever I meet with people around the world at games conferences, their eyes light up when they hear ‘Australia’.
“They think it’s a really creative, really innovative development community with really cool ideas.”
Future uncertain, but many possibilities
Mr McArdle says Australian developers are adapting to an emerging younger audience and focusing on creating free-to-play, multiplayer experiences in VR.
“They are a teen audience … they haven’t got money to pay for [games], so they’re looking for free-to-play and they’re really into the social aspects,” he says.
He remains optimistic for the future of VR games and his studio has diversified into developing VR applications for the education, health and training sectors, including in therapeutic settings.
Bond University is using VR games to “break down barriers” between children and clinical psychologists. (Supplied: Bond University)
At Bond University, researchers have trialled using a VR version of Minecraft to help children overcome anxiety when seeing a clinical psychologist.Â
Patients can interact with therapists in a virtual world before meeting them face to face.
“[It] allows the clinician and the child to build a rapport in an experience that’s familiar for the child, but in an immersive environment where the child doesn’t see the clinical environment,” Dr Birt says.
The trial has been well-received by both parents and clinicians.
“It’s a really big win for youngsters who look at it as not about going and seeing the psychologist, but about playing with somebody because that person is doing what their friends would do in Minecraft with them,” Mr McArdle says.
He believes VR games are “very much not dead” but evolving in a way not previously envisaged.
“I think we are on the cusp of a whole new wave that, over the next five years, you’ll see feed into [the] mainstream.”
He says Australian development studios are working towards making VR more accessible but need government support to continue “during this difficult period”.
“We don’t want Australia to be left behind because of spatial computing, artificial intelligence … they’re all game-driven technologies and skill sets that can be deployed across any industry.”