Sometimes it can be easy to get so caught up in playing a game before you know it, an hour has gone by.
But this is not how Derek Westerman felt when he broke the Guinness World Record for the longest videogame marathon in a virtual reality (VR) headset last month.
The US-based filmmaker spent 25 hours wearing the VR headset and instead of playing a traditional game, which might have made the time fly by, he used a painting app called Tilt Brush.
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Derek Westerman (pictured) has been awarded the Guinness World Record for the longest videogame marathon on a virtual reality game system after spending 25 hours wearing HTC Vive
He also suffered for his art, throwing up after just 17 hours into the game.
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VIDEOGAME WORLD RECORDS
The longest ever videogame marathon is 138 hr 34 sec and was achieved by Carrie Swidecki who played Just Dance 2015 at Otto’s Video Games and More, in California from 11 to 17 July 2015.
The longest videogame marathon playing Minecraft lasted 35 hours, 35 minutes and 35 seconds, and was achieved by Joseph Kelly in Cheltenham on 10-13 October 2015.
The longest videogame marathon playing a ‘massively multiplayer online role-playing game’ (MMORPG) is 29 hr 31 min and was achieved by Hecaterina Kinumi Iglesias aka Kinumi Cati, who played World of Warcraft from 29-30 March 2014.
‘Tons of people have gone into virtual reality for huge amounts of time already,’ said Mr Westerman, in a new
‘But currently there is no specific Guinness record, so I want to establish that.’
Because of his choice of game, he had to stay engaged and keep moving to create new drawings throughout most of the experience.
For the challenge, which was completed on 7 April, Mr Westerman wore a HTC Vive.
‘The longest videogame marathon on a virtual reality game system is 25 hr 2 min and was achieved by Derek Westerman (USA) in Los Angeles, California, USA, on 7 April 2016,’ says the Guinness World Records website.
‘The virtual reality system used during this attempt was the HTC Vive and Derek played the game Tilt Brush for the entire attempt.’
Tilt Brush lets users paint in 3D space with virtual reality, using the room they are in as their canvas.
Instead of playing a traditional game, which might have made the time fly by, Mr Westerman used a painting app called Tilt Brush (pictured). Because of his choice of game, he had to stay engaged and keep moving to create new drawings throughout most of the experience
After the first half hour he had already starter to suffer.
‘Time’s passing pretty slow. I was starting to get extremely bored sitting down, and it’s scary to be extremely bored after a half hour.’
But two hours into the challenge he became more used to it.
‘So at first it seemed really tedious being in here and I’m realizing the way to pass the time is to make little art projects,’ he said, after spending two hours in the headset.
HTC claims the Vive is ‘the first complete VR solution’ as it includes two wireless controllers (pictured), room scale movement sensors, the headset – complete with a built-in camera and phone – as well as two VR titles to play on it. The total package costs $799 (£555)
For the challenge Mr Westerman wore a HTC Vive (pictured). After the first half hour he had already started to suffer from boredom. But two hours into the challenge he said he became more used to the experience
But the time spent in the VR headset took its toll. After 17 hours Mr Westerman was sick into a bucket (pictured) that he had used to pee into 11 hours previously. With four hours to go, he started to talk incoherently. ‘I don’t know where I’m at,’ he said. ‘All right, I’m freaking out a little bit’
But the time spent in the VR headset took its toll.
After 17 hours Mr Westerman was sick into a bucket, which he had used to pee into 11 hours previously.
With four hours to go, he started to talk incoherently. ‘I don’t know where I’m at,’ he said. ‘All right, I’m freaking out a little bit.’
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VR HEADSETS CAN CURE PARANOIA BY MAKING USER FEEL SECURE
You may think virtual reality headsets are only good for playing games, but in fact the technology can be used to help people suffering from paranoia overcome their fears.
VR simulations have been proven to enable worriers to face their fears and see the situations they fret about are safe.
The experimental treatment could be used to help treat people suffering with severe paranoia, which is believed to affect one or two in 100 people.
Severely paranoid people can show an extreme mistrust of others, believing others are deliberately trying to harm them.
Many use defensive behaviours such as avoiding social situations or reducing eye contact, but these tactics can reinforce fears because patients believe they avoided harm by using these coping mechanisms.
To assess whether patients could learn a situation is safe without using potentially debilitating tactics, researchers at the University of Oxford combined psychological treatment techniques with state-of-the-art virtual reality social situations to reduce paranoid fear.
A total of 30 volunteers experienced virtual reality simulations, – one in which they were in a lift and another on a subway train with an increasing number of virtual commuters.