Virtual Reality technologies are on the rise! Commercial Head-mounted Display Devices made VR applications affordable and available to a wide user range. Still, VR companies are far from being satisfied with the market penetration of their VR devices and related software. VR companies and VR enthusiasts are waiting for VR to become omnipresent! But what if everything is different? What, if VR has already taken over our world – we just are not aware of this fact? In this essay, I will discuss the Trojan Horses of Virtual Reality – those technologies and approaches, which started taking over our life years ago, we just do not acknowledge this factum. In this essay I will argue that Virtual Reality is already part of our daily life and that the still pending takeover of VR technologies will only be the final casing stone on top of the pyramid.
This paper focuses on at-home electronic gaming systems with true stereoscopic displays that were produced for the consumer electronic market and made available for retail purchase and aims to be the most accurate historical account to date. Systems which floor set in retailers and achieved some amount of consumer sell through will be organized chronologically by the date of their release, establishing an accurate timeline in which a historical account may be presented. The technical specifications, hardware designs, user interfaces and software releases will be summarized and determine which stereoscopic category each fall into based on the specific format the medium's content is presented in and device in which it is displayed.