Skateboarding Video Games - Rainy Day Virtual Reality Living Rooms of The Future

With interactive digital skateboard parks we willmarket.
also see a whole new wave of digital recordingsInteractive virtual-reality games such as this are
for skateboard riders. Through CAD/CAMgood to help a rider practice without getting hurt
technologies and digital video will come the videodoing very complex trick maneuvers. It will also
material needed for virtual-reality skateboardkeep young riders active during bad weather and
parks, where the rider stands on a board in his orgive them a workout, meaning that we might
her living room, which is mounted on a platform inprevent onset juvenile diabetes. Not to mention
front of a large high-definition flat-panel screen. Atthat such a videogame/virtual-reality system will
first these systems will show up at theme parksbe extremely fun, challenging and exhilarating,
and then eventually be incorporated into the lineupespecially for grown up kids who cannot perform
of videogames by Sony or Microsoft Corp.as well as they once did in their youth. The 'glory
You can expect these virtual-reality living roomday' reliving of the Baby Boomers and X'ers
games to be used by kids during rainy days orchildhood will be a percentage of the users.
inclement weather. As more and more people buyProfessional skateboard riders could sell their best
these systems the prices will come down.trick performance is to an online trading system
Currently these technologies are not is expensivesuch as on eBay, so others might try to match
as you might think because the skateboard cantheir skill. This would allow riders who spend all
be mounted to the platform, which will record thetheir time skateboarding to earn a living for their
speed attained by the foot motion and as theefforts. It would also be a good way to get
rider leans from side to side that to will beadditional content for videogames or to be used in
recorded and displayed on the screen.Hollywood movies.
The Online Think Tank estimates the VirtualHolographic virtual-reality living room gaming is on
Reality/Video Game Immersion Industry to beits way and this will allow a writer to experience a
well worth 5 Billion Dollars by 2012 and grow bynear reality skateboarding session totally
over 8-15% per year. Skateboarding or Hoverimmersed in the activity. It will also give the rider
Board type augmented or virtual reality gamingconfidence in his or her ability to overcome fear,
will be a sub-sector of that market, which oncebuild self-confidence and attain an expert
introduced will surely grow along with the totalskateboarding level.