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VR
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part of Creative Technology · tier 2 · Interactive · 0 pieces of work carry it · 3 crafts it is confused with
The craft, and who hires it
Hired for immersive brand storytelling, virtual showrooms and test-drives, event and training experiences — when the brand wants the audience INSIDE the world rather than watching it; the headset end of the market's 'immersive' offer.
Creating fully immersive virtual-reality experiences — real-time, headset-native environments that replace the user's surroundings with a brand-built world the user looks around, moves through, and acts within.
Tag it when…
Tag when the work is (or records) a real-time headset experience: full-surround synthetic environment, head-tracked point of view, controller or hand interaction, engine-rendered scenes responding to the user.
Never tag it when…
Never tag passive 360° video — a linear film delivered in a sphere is Video Production/Post-Production craft, not VR build craft (no real-time interactivity). Digital overlaid on the visible real world goes to AR. Flat-screen game and platform-world builds go to Gaming & Virtual Worlds. A cinematic that merely DEPICTS a headset or a virtual world is film/animation craft — subject and genre vocabulary never decide a craft tag (boundary law).
Easily mistaken for 3 other crafts
Every other page suggests neighbours by similarity. This one navigates by difference: each line names the craft this is confused with, and the rule for telling them apart.
- creative technology ar — VR = the real world is fully replaced; AR = digital elements overlaid on a visible real world. If the camera passthrough/real environment is part of the experience, it is AR.
- creative technology gaming virtual worlds — Headset-native immersion = VR; flat-screen playable games and platform worlds (Roblox/Fortnite/browser engines) = Gaming & Virtual Worlds. A VR game evidencing both real-time world-building and headset delivery may co-tag, with the delivery craft primary.
- disc video production / disc post production (360° video) — 360° or 'immersive' FILM is linear video craft; VR requires real-time rendering and user agency. 'Immersive' in the marketing copy is not the test — interactivity is.
At what size it applies
ASSET when the item IS the VR experience or its dedicated case record; MOMENT when a VR beat (headset-POV segment, virtual-world walkthrough) sits inside a larger film about the campaign.
Where to look next
- The whole services tree — the services index.
- Every other vocabulary — the vocabulary index.
- How work gets credited to a craft — the entities chapter.