Sega VR

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{company, market, business}
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{game, team, player}
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Sega, flush with funds from the Sega Mega Drive (released as the Sega Genesis in North America), announced the Sega VR add-on in 1991.[1] It was based on an IDEO virtual reality headset (HMD) with LCD screens in the visor and stereo headphones.[1] Inertial sensors in the headset allowed the system to track and react to the movements of the user's head.

Because of development difficulties the Sega VR remained only a prototype, it was last seen at computer shows in 1993[1]and vanished from the release schedules in 1994. Four games were apparently developed for the system, each using 16 Mb cartridges that were to be bundled with the headset.[1]

The company claimed the project was stopped because the VR was so real users would move while wearing the headset and injure themselves.[1] The limited processing power of the system makes this claim unlikely, although there were reports of testers developing headaches and motion sickness.[1] Mark Pesce, who worked on the Sega VR project, says the Stanford Research Institute warned Sega of the 'hazards of prolonged use'.[2]

Sega went on to other VR projects for use in arcades and a similar add-on was reported but never seen for the Sega Saturn.[1] The project encouraged a brief flurry of other companies to offer VR products.

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