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{{short description|2016 virtual reality social game}} {{Short description|2016 virtual reality social game}}
{{about|the video game|the chain of entertainment restaurants|The Rec Room}}
{{Use mdy dates|date=December 2017}}
{{Infobox video game {{Infobox video game
| title = Rec Room | title = Rec Room
| image = File:Rec_Room_Logo_Icon.svg | image = Rec Room Logo Stacked.svg
| developer = | developer = Rec Room Inc.
| publisher = | publisher = Rec Room Inc.
| director = | director = ]
| producer = | producer =
| designer = | designer =
| programmer = Cameron Brown And RecRoom Staff | programmer =
| artist = | artist =
| writer = | writer =
| composer = Cameron Brown | composer =
| engine = ] | engine = ]
| platforms = ], ], ], ], ], ], | platforms = {{ubl|]|]|]|]|]|]| ]| ]| ]| ]|]|]|]|]|]|]|}}
| genre = ], ]
], ], ], ]
| modes = ], ]
| released = {{Unbulleted list|'''Microsoft Windows'''|June 1, 2016|'''PlayStation 4'''|November 21, 2017|'''Oculus Quest'''|May 21, 2019|'''Apple Devices'''|November 25, 2019|'''Oculus Quest 2'''|October 13, 2020|'''Xbox One / Xbox Series X/S'''|December 3, 2020|'''Android'''|August 5, 2021|''' Full Release '''|September 2, 2021| '''PlayStation 5'''|December 9, 2021|}}
}}
| genre = ], ]
| modes = ], ]
}}'''''Rec Room''''' is a ], ] with an integrated ] developed and published by Rec Room Inc. (formerly known as Against Gravity Corp) playable on Microsoft Windows, Xbox One, Xbox Series X/S, PlayStation 4/5, Oculus Quest 1/2, Apple Devices, and Android 7.1 and up. It was released for ] in June 2016, ] (with ] support) in November 2017,<ref name="psblog">{{cite web|url=https://blog.us.playstation.com/2017/11/09/rec-room-coming-to-playstation-vr-open-beta-launches-nov-21/|title=Rec Room Coming to PlayStation VR, Open Beta Launches Nov. 21|website=PlayStation.Blog|date=November 9, 2017|accessdate=December 28, 2017}}</ref> ] in May 2019,<ref name="uploadvr2019may15">{{cite web|url=https://uploadvr.com/rec-room-quest-limited-launch/|title=Rec Room On Oculus Quest Won't Have All Activities At Launch|website=UploadVR.com|first=David|last=Heaney|date=May 15, 2019|accessdate=June 1, 2019}}</ref> ]/iPadOS in November 2019, ] in October 2020, ], and ] in December 2020, ] in August 2021, and ] in December 2021.


'''''Rec Room''''' is a 2016 ] ] with an integrated ]. It is released on ], ], ], ], ], ], ], ], ], ], ], ], ], ] and ].
==Gameplay==
A hub room (called the “Rec Center”) vaguely resembles the lobby of a ] or other recreational centers (thus earning the game's title of ''Rec Room'') with doors that lead to various games and user-generated rooms.


== Gameplay ==
The game may be played with or without a ], specifically a ], ], or ]. In virtual reality mode, the game uses full 3D motion via the ] system of a ] and two hand-held ], which are required to pick up and handle objects in the game world, including balls, weapons, construction tools, and other objects. Players can explore the space around them within the confines of their physical floor-space while roaming further by using the controller buttons to teleport a short distance, with minimal or no ]. A “walking” mode enables players to move continuously rather than teleporting; however, this poses a higher risk of motion sickness.<ref name=twentytwo>{{cite journal|last1=Groen|first1=E.|last2=Bos|first2=J.|title=Simulator sickness depends on frequency of the simulator motion mismatch: An observation|journal=Presence|date=2008|volume=17|issue=6|pages=584–593|doi=10.1162/pres.17.6.584|s2cid=43585717}}</ref>
''Rec Room'' centers around users accessing various in-game experiences (referred to as "rooms") created by Rec Room Inc. (referred to as "Rec Room Originals"), as well as custom rooms created by players. These rooms can be accessed using in-game menus, teleports found in other rooms, as well as through invitations sent by other users.


=== Virtual Reality ===
==Game modes==
''Rec Room'' can optionally be played on a ], specifically using ], virtual reality headsets on ], ], and ] (PSVR2 not supported). In virtual reality mode, the game uses full 3D motion via the ] system of a virtual reality headset and two handheld ], which are required to pick up and handle objects in the game world, including balls, weapons, construction tools, and other objects. Players can explore the space around them within the confines of their physical floor space while roaming further by using the controller buttons to teleport a short distance, with minimal to no ]. A “walking” mode enables players to move continuously rather than teleporting, although this poses a higher risk of motion sickness.<ref name="twentytwo">{{cite journal|last1=Groen|first1=E.|last2=Bos|first2=J.|title=Simulator sickness depends on frequency of the simulator motion mismatch: An observation|journal=Presence|date=2008|volume=17|issue=6|pages=584–593|doi=10.1162/pres.17.6.584|s2cid=43585717}}</ref>
''Rec Room'' consists of separate built-in multiplayer games, which are known as “Rec Room Originals”. The game includes ], a ], ] ], a ]-like game, and various ]s. ''Rec Room'' also provides in-game tools for ],<ref name="forbes">{{cite web|url=https://www.forbes.com/sites/amysterling/2018/03/25/visualizations-of-the-future-toward-the-oasis/|title=Visualizations Of The Future: Toward The Oasis|website=Forbes.com|first=Amy|last=Sterling|date=March 25, 2018|accessdate=October 14, 2018}}</ref> which led to the creation of many user-generated experiences.<ref name="roadtovr3">{{cite web|url=https://www.roadtovr.com/rec-room-3m-user-created-levels-creator-monetization/|title='Rec Room' Exceeds 3M User-created Levels with 40M Monthly Visits, Creator Monetization in the Works|website=RoadToVR|first=Scott|last=Hayden|date=September 14, 2020|accessdate=September 22, 2020}}</ref>


=== Social Interaction ===
==User-generated content==
Throughout rooms, players can encounter and interact with other players in real time through voice and text chat, being represented by their avatar. Players can choose to friend, invite, mute, block, or report other players, as well as "cheer" them for various reasons (equivalent to a "like" on most social media platforms), or form a party with other players to travel between rooms together. As players engage with ''Rec Room'', they gradually earn experience, and eventually obtain an additional level on their account, with an indicator displayed by their username showing how many levels they've earned so far, and by extension, an indication of the age of their account.
An in-game, pen-like (known as a ‘Maker Pen’ in-game) tool allows players to place various primitive 3D shapes, built-in objects, and user-generated objects into several predesigned rooms. Players can save their rooms and then list them publicly such that other players may enter them. A node-based ], which is based on the ] paradigm, allows players to add various kinds of animated and interactive elements to their rooms. This feature allows players to create new multiplayer online video games that may be played within ''Rec Room''. Players can also publish smaller creations such that other players can place them in their rooms. Players can earn an internal currency from their published creations. Under specific conditions, this currency may be exchanged into U.S. dollars.


=== User Generated Content ===
==Development==
When creating rooms, players can use the in-game "Maker Pen", a tool resembling a ], that can be used to draw shapes in 3D. Players can also code in Circuits V1 and Circuits V2, ''Rec Room''<nowiki/>'s ]. Rec Room announced a partnership with ] for Rec Room Studio, which allows certain users to use ] to create more advanced rooms.
Seattle-based development studio Rec Room Inc (formerly Against Gravity Corp) was co-founded in April 2016 by Nick Fajt, ], Dan Kroymann, Bilal Orhan, Josh Wehrly, and John Bevis.<ref>{{cite web|url=https://www.vbprofiles.com/companies/against-gravity-58946d2914d332cd8d000010|title=Company Against Gravity|publisher=Spoke intelligence|website=VBProfiles|accessdate=December 30, 2017}}</ref> Prior to that, ] Nick Fajt worked as a program manager on the ] team at ]. Dan Kroymann worked on the same team after working on the ] team. Rec Room Inc.′s ] ] also worked at Microsoft as HoloLens Creative Director.


=== Items and Currency ===
In 2016 and early 2017, the company raised $5 million in funding for the development of ''Rec Room'' and its player community. According to CEO Nick Fajt, the company will keep ''Rec Room'' free to download.<ref name="roadtovr2">{{cite web|url=https://www.roadtovr.com/rec-room-raises-5m-continue-build-future-social-vr/|title='Rec Room' Studio Raises $5M "to continue to build the future of Social VR"|website=RoadToVR|first=Scott|last=Hayden|date=February 2, 2017|accessdate=December 30, 2017}}</ref>


''Rec Room's'' in-game currency, Tokens, can be earned throughout gameplay, purchased using real money, or earned by subscribing to Rec Room Plus (stylized as Rec Room+), which grants several benefits, including the ability to make custom shirts, sell user-generated content (also known as inventions) for tokens. Tokens that are earned in this way can be exchanged for real money. <ref>{{Cite web |title=RecRoomPlus |url=https://recroom.com/recroomplus |access-date=2023-05-01 |website=Rec Room |language=en-US}}</ref><ref>{{Cite web |title=Rec Room+ |url=https://rec.net/ |access-date=2023-12-12 |website=rec.net |language=en}}</ref><references group="https://rec.net/shop/subscriptions " />
In 2017, ''Rec Room''{{'s}} “Junior Mode” was ]-certified by Samet Privacy.<ref name="samet">{{cite web|url=http://www.kidsafeseal.com/certifiedproducts/recroom_vr.html|title=OFFICIAL MEMBERSHIP PAGE: Rec Room (Junior Mode)|website=kidsafeseal.com|accessdate=January 2, 2018}}</ref>


== Development ==
In June 2019, Rec Room Inc. announced that the company raised an additional $24 million over two rounds of funding.<ref name="techcrunch1">{{cite web|url=https://techcrunch.com/2019/06/12/against-gravity-is-building-a-vr-world-that-wont-stop-growing/|title=Against Gravity is building a VR World that won't stop growing|website=TechCrunch.com|first=Lucas|last=Matney|date=June 12, 2019|accessdate=June 28, 2019}}</ref>, and in December 2020, Rec Room Inc. announced additional $20 million in funding.<ref name="techcrunch2">{{cite web|url=https://techcrunch.com/2020/12/17/social-gaming-platform-rec-room-scores-20-million-series-c//|title=Social gaming platform Rec Room scores $20 million Series C|website=TechCrunch.com|first=Lucas|last=Matney|date=December 17, 2020|accessdate=December 18, 2020}}</ref>
]-based development studio Rec Room Inc. (formerly Against Gravity Corp) was co-founded in April 2016 by Nicholas Fajt, ], Dan Kroymann, Bilal Orhan, Josh Wehrly, and John Bevis.<ref>{{cite web|url=https://www.vbprofiles.com/companies/against-gravity-58946d2914d332cd8d000010|title=Company Against Gravity|publisher=Spoke intelligence|website=VBProfiles|accessdate=December 30, 2017}}</ref> Prior to the company's founding, ] Fajt worked as a program manager on the ] team at ]. Kroymann worked on the same team after working on the ] team. ] Brown worked as the creative director of HoloLens.


In March 2021, Rec Room Inc. announced another funding round of $100 million with a valuation of $1.25 billion leading to its ] status.<ref name="techcrunch3">{{cite web|url=https://techcrunch.com/2021/03/24/rec-room-raises-at-1-25b-valuation-from-sequoia-and-index-as-vcs-push-to-find-another-roblox/|title=Rec Room raises at $1.25B valuation from Sequoia and Index as VCs push to find another Roblox|website=TechCrunch.com|first=Lucas|last=Matney|date=March 24, 2021|accessdate=March 27, 2021}}</ref><ref name="theverge1">{{cite web|url=https://www.theverge.com/2021/3/25/22350421/rec-room-teenagers-gaming-users-pandemic-virtual-reality|title=Rec Room rides uptick in users during the pandemic to become a VR unicorn|website=TechCrunch.com|first=Kim|last=Lyons|date=March 25, 2021|accessdate=March 27, 2021}}</ref> In 2016 and early 2017, the company raised $5 million in funding for the development of ''Rec Room'' and its community. According to Fajt, the company will keep the game free to download.<ref name="roadtovr2">{{cite web|url=https://www.roadtovr.com/rec-room-raises-5m-continue-build-future-social-vr/|title='Rec Room' Studio Raises $5M "to continue to build the future of Social VR"|website=RoadToVR|first=Scott|last=Hayden|date=February 2, 2017|accessdate=December 30, 2017}}</ref>


In June 2019, Rec Room Inc. announced that the company raised an additional $24 million over two rounds of funding.<ref name="techcrunch1">{{cite web|url=https://techcrunch.com/2019/06/12/against-gravity-is-building-a-vr-world-that-wont-stop-growing/|title=Against Gravity is building a VR World that won't stop growing|website=TechCrunch.com|first=Lucas|last=Matney|date=June 12, 2019|accessdate=June 28, 2019}}</ref> In December 2020, Rec Room Inc. announced an additional $20 million in funding.<ref name="techcrunch2">{{cite web|url=https://techcrunch.com/2020/12/17/social-gaming-platform-rec-room-scores-20-million-series-c//|title=Social gaming platform Rec Room scores $20 million Series C|website=TechCrunch.com|first=Lucas|last=Matney|date=December 17, 2020|accessdate=December 18, 2020}}</ref>
In December 2021, Rec Room Inc. announced that they raised $145 million during another funding round, bringing the studio's valuation up to $3.5 billion.


In March 2021, Rec Room Inc. announced another funding round of $100 million with a valuation of $1.25 billion leading to its ] status.<ref name="techcrunch3">{{cite web|url=https://techcrunch.com/2021/03/24/rec-room-raises-at-1-25b-valuation-from-sequoia-and-index-as-vcs-push-to-find-another-roblox/|title=Rec Room raises at $1.25B valuation from Sequoia and Index as VCs push to find another Roblox|website=TechCrunch.com|first=Lucas|last=Matney|date=March 24, 2021|accessdate=March 27, 2021}}</ref><ref name="theverge1">{{cite web|url=https://www.theverge.com/2021/3/25/22350421/rec-room-teenagers-gaming-users-pandemic-virtual-reality|title=Rec Room rides uptick in users during the pandemic to become a VR unicorn|website=TechCrunch.com|first=Kim|last=Lyons|date=March 25, 2021|accessdate=March 27, 2021}}</ref> In December 2021, Rec Room Inc. announced that they raised $145 million during another funding round, bringing the studio's value up to $3.5 billion.
==Reception==
], writing for '']'', described ''Rec Room'' as VR's ].<ref name="cnet">{{cite web|url=https://www.cnet.com/news/why-playing-paintball-in-rec-room-is-the-most-fun-you-can-have-in-virtual-reality-right-now/|title=VR finally has its killer app, and it's called Rec Room|website=CNET|first=Dan|last=Ackerman|author-link=Dan Ackerman|date=August 12, 2016|accessdate=December 28, 2017}}</ref>


=== Music ===
In January 2017, '']'' reported that ] and harassment in ''Rec Room'' was a problem.<ref>{{cite web|url=https://arstechnica.com/information-technology/2017/01/welcome-to-world-of-trolling-in-virtual-reality/|title=Welcome to the world of trolling in virtual reality|publisher=|first=Annalee|last=Newitz|website=Ars Technica|date=January 24, 2017|accessdate=December 28, 2017}}</ref>
Most of the music heard in ''Rec Room Originals'' were composed by creative director ],<ref>{{Cite web|title=Music|url=https://recroom.com/music|access-date=2022-09-30|website=Rec Room|language=en-US}}</ref> whose in-game username is "gribbly".<ref>{{Cite web |title=RecCon keynote with Gribbly |url=https://rec.net/event/1504662 |access-date=2023-05-01 |website=rec.net}}</ref>


== Reception ==
In June 2017 '']'' contributor Rachel Metz described it as a great example of VR's potential for social interaction while criticizing its underdeveloped anti-abuse features.<ref name="mittr">{{cite web|url=https://www.technologyreview.com/s/607956/virtual-realitys-missing-element-other-people/|title=Virtual Reality's Missing Element: Other People|website=MIT Technology Review|first=Rachel|last=Metz|date=June 14, 2017|accessdate=December 30, 2017}}</ref>
], writing for '']'', described ''Rec Room'' as VR's "]".<ref name="cnet">{{cite web|url=https://www.cnet.com/news/why-playing-paintball-in-rec-room-is-the-most-fun-you-can-have-in-virtual-reality-right-now/|title=VR finally has its killer app, and it's called Rec Room|website=CNET|first=Dan|last=Ackerman|author-link=Dan Ackerman|date=August 12, 2016|accessdate=December 28, 2017}}</ref> In January 2017, '']'' reported that ] and harassment were major issues for ''Rec Room''.<ref>{{cite web|url=https://arstechnica.com/information-technology/2017/01/welcome-to-world-of-trolling-in-virtual-reality/|title=Welcome to the world of trolling in virtual reality|publisher=|first=Annalee|last=Newitz|website=Ars Technica|date=January 24, 2017|accessdate=December 28, 2017}}</ref> In June 2017, '']'' contributor Rachel Metz described it as a great example of VR's potential for social interaction while criticizing its underdeveloped anti-abuse features.<ref name="mittr">{{cite web|url=https://www.technologyreview.com/s/607956/virtual-realitys-missing-element-other-people/|title=Virtual Reality's Missing Element: Other People|website=MIT Technology Review|first=Rachel|last=Metz|date=June 14, 2017|accessdate=December 30, 2017}}</ref> Filmmaker ] described ''Rec Room'' as her choice of "most interesting piece of art in 2017".<ref name="cbc">{{cite web|url=http://www.cbc.ca/arts/the-art-of-vr-in-2017-filmmaker-joyce-wong-found-compelling-new-ways-to-socialize-online-1.4462737|title=The art of VR: In 2017, filmmaker Joyce Wong found compelling new ways to socialize online|website=CBC Arts|first=Joyce|last=Wong|date=December 27, 2017|accessdate=January 2, 2018}}</ref>


== References ==
Filmmaker ] described it as her choice of “most interesting piece of art in 2017”.<ref name="cbc">{{cite web|url=http://www.cbc.ca/arts/the-art-of-vr-in-2017-filmmaker-joyce-wong-found-compelling-new-ways-to-socialize-online-1.4462737|title=The art of VR: In 2017, filmmaker Joyce Wong found compelling new ways to socialize online|website=CBC Arts|first=Joyce|last=Wong|date=December 27, 2017|accessdate=January 2, 2018}}</ref>

== Additional Platforms ==
In addition to Microsoft Windows, Xbox One, Xbox Series X/S, PlayStation 4/5, Oculus Quest 1/2, Apple Devices, and Android, users have also worked independently to run the game on additional platforms.

Until an update that added ] was published, users were successfully able to run the game on ] through ].<ref>{{Cite web |url=https://www.protondb.com/app/471710 |access-date=2022-08-13 |website=www.protondb.com}}</ref>

Users are able to successfully able to run the game on macOS using ] processors.<ref>{{Cite web |last=Bobrobot1 |title=Rec Room on MacOS |url=https://rrmac.ml/ |access-date=2022-08-13 |website=rrmac.ml |language=en}}</ref>, but attempts to log in will result in automatic account bans since the company decided not to allow macOS players.

==References==
{{Reflist}} {{Reflist}}


==External links== == External links ==
{{Portal|Video games}} {{Portal|Video games}}
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Latest revision as of 15:16, 17 January 2025

2016 virtual reality social game Video game
Rec Room
Developer(s)Rec Room Inc.
Publisher(s)Rec Room Inc.
Director(s)Cameron Brown
EngineUnity
Platform(s)
Genre(s)Game creation system, massively multiplayer online
Mode(s)campaign, multiplayer

Rec Room is a 2016 virtual reality massively multiplayer online game with an integrated game creation system. It is released on Windows, Xbox One, Xbox Series X/S, PlayStation 4, PlayStation 5, PS VR, Meta Quest 2, Oculus Quest, Meta Quest 3, Meta Quest Pro, Oculus Rift, Pico 4, iOS, Android and Nintendo Switch.

Gameplay

Rec Room centers around users accessing various in-game experiences (referred to as "rooms") created by Rec Room Inc. (referred to as "Rec Room Originals"), as well as custom rooms created by players. These rooms can be accessed using in-game menus, teleports found in other rooms, as well as through invitations sent by other users.

Virtual Reality

Rec Room can optionally be played on a virtual reality headset, specifically using SteamVR, virtual reality headsets on Meta Quest, Pico 4, and PlayStation VR (PSVR2 not supported). In virtual reality mode, the game uses full 3D motion via the motion capture system of a virtual reality headset and two handheld motion controllers, which are required to pick up and handle objects in the game world, including balls, weapons, construction tools, and other objects. Players can explore the space around them within the confines of their physical floor space while roaming further by using the controller buttons to teleport a short distance, with minimal to no virtual reality sickness. A “walking” mode enables players to move continuously rather than teleporting, although this poses a higher risk of motion sickness.

Social Interaction

Throughout rooms, players can encounter and interact with other players in real time through voice and text chat, being represented by their avatar. Players can choose to friend, invite, mute, block, or report other players, as well as "cheer" them for various reasons (equivalent to a "like" on most social media platforms), or form a party with other players to travel between rooms together. As players engage with Rec Room, they gradually earn experience, and eventually obtain an additional level on their account, with an indicator displayed by their username showing how many levels they've earned so far, and by extension, an indication of the age of their account.

User Generated Content

When creating rooms, players can use the in-game "Maker Pen", a tool resembling a hot glue gun, that can be used to draw shapes in 3D. Players can also code in Circuits V1 and Circuits V2, Rec Room's visual programming language. Rec Room announced a partnership with Unity for Rec Room Studio, which allows certain users to use Unity to create more advanced rooms.

Items and Currency

Rec Room's in-game currency, Tokens, can be earned throughout gameplay, purchased using real money, or earned by subscribing to Rec Room Plus (stylized as Rec Room+), which grants several benefits, including the ability to make custom shirts, sell user-generated content (also known as inventions) for tokens. Tokens that are earned in this way can be exchanged for real money.

Development

Seattle-based development studio Rec Room Inc. (formerly Against Gravity Corp) was co-founded in April 2016 by Nicholas Fajt, Cameron Brown , Dan Kroymann, Bilal Orhan, Josh Wehrly, and John Bevis. Prior to the company's founding, CEO Fajt worked as a program manager on the HoloLens team at Microsoft. Kroymann worked on the same team after working on the Xbox team. CCO Brown worked as the creative director of HoloLens.

In 2016 and early 2017, the company raised $5 million in funding for the development of Rec Room and its community. According to Fajt, the company will keep the game free to download.

In June 2019, Rec Room Inc. announced that the company raised an additional $24 million over two rounds of funding. In December 2020, Rec Room Inc. announced an additional $20 million in funding.

In March 2021, Rec Room Inc. announced another funding round of $100 million with a valuation of $1.25 billion leading to its unicorn status. In December 2021, Rec Room Inc. announced that they raised $145 million during another funding round, bringing the studio's value up to $3.5 billion.

Music

Most of the music heard in Rec Room Originals were composed by creative director Cameron Brown, whose in-game username is "gribbly".

Reception

Dan Ackerman, writing for CNET, described Rec Room as VR's "killer app". In January 2017, Ars Technica reported that trolling and harassment were major issues for Rec Room. In June 2017, MIT Technology Review contributor Rachel Metz described it as a great example of VR's potential for social interaction while criticizing its underdeveloped anti-abuse features. Filmmaker Joyce Wong described Rec Room as her choice of "most interesting piece of art in 2017".

References

  1. Groen, E.; Bos, J. (2008). "Simulator sickness depends on frequency of the simulator motion mismatch: An observation". Presence. 17 (6): 584–593. doi:10.1162/pres.17.6.584. S2CID 43585717.
  2. "RecRoomPlus". Rec Room. Retrieved 2023-05-01.
  3. "Rec Room+". rec.net. Retrieved 2023-12-12.
  4. "Company Against Gravity". VBProfiles. Spoke intelligence. Retrieved December 30, 2017.
  5. Hayden, Scott (February 2, 2017). "'Rec Room' Studio Raises $5M "to continue to build the future of Social VR"". RoadToVR. Retrieved December 30, 2017.
  6. Matney, Lucas (June 12, 2019). "Against Gravity is building a VR World that won't stop growing". TechCrunch.com. Retrieved June 28, 2019.
  7. Matney, Lucas (December 17, 2020). "Social gaming platform Rec Room scores $20 million Series C". TechCrunch.com. Retrieved December 18, 2020.
  8. Matney, Lucas (March 24, 2021). "Rec Room raises at $1.25B valuation from Sequoia and Index as VCs push to find another Roblox". TechCrunch.com. Retrieved March 27, 2021.
  9. Lyons, Kim (March 25, 2021). "Rec Room rides uptick in users during the pandemic to become a VR unicorn". TechCrunch.com. Retrieved March 27, 2021.
  10. "Music". Rec Room. Retrieved 2022-09-30.
  11. "RecCon keynote with Gribbly". rec.net. Retrieved 2023-05-01.
  12. Ackerman, Dan (August 12, 2016). "VR finally has its killer app, and it's called Rec Room". CNET. Retrieved December 28, 2017.
  13. Newitz, Annalee (January 24, 2017). "Welcome to the world of trolling in virtual reality". Ars Technica. Retrieved December 28, 2017.
  14. Metz, Rachel (June 14, 2017). "Virtual Reality's Missing Element: Other People". MIT Technology Review. Retrieved December 30, 2017.
  15. Wong, Joyce (December 27, 2017). "The art of VR: In 2017, filmmaker Joyce Wong found compelling new ways to socialize online". CBC Arts. Retrieved January 2, 2018.

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