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VR Awards Categories

Nominations for the 6th International VR Awards have now closed.

VR Hardware of the Year

Submission Criteria

  • Industry / ecosystem integration and disruption
  • Design and ergonomics
  • Functionalities and features
  • Innovation and creativity
  • Compatibility and software

VR Hardware of the Year is awarded to companies producing outstanding and impactful manufactured technology year on year.

We are looking to celebrate the very best hardware from the past year that has actively influenced the industry’s growth. Emphasis is placed on the technology’s reception within the industry and the wider public, its innovative features, and most importantly how it moves the industry and market forward. 

Secondary considerations will look at the hardware’s design, feel, functions and how well the hardware integrates into existing software ecosystems. This category is likely to include but is not limited to HMDs, Input Devices, Haptic Products, and Cameras.


VR Game of the Year

Submission Criteria

  • Originality
  • Enjoyability
  • Gameplay aspects
  • Motion comfort
  • Immersion
  • Innovative use of movement

VR Game of the Year recognizes virtual reality games that deliver outstanding experiences across both creative and technical fields. 

Nominees should be bringing something unique to the table that sets itself apart from traditional gaming experiences and an enhanced immersive experience for the player.

Judges will look at the innovative use of locomotion, user interfaces, replayability, immersion, and the use of movement mechanics that work well within VR.


VR Experience of the Year

Submission Criteria

  • Quality of experience
  • Planning put into experience
  • User experience

VR Experience of the Year is dedicated to organizations producing outstanding virtual reality experiences, that do not fall into the traditional categories of either a film or game.

Emphasis will be placed on the user experience, how the user interacts with their virtual environment, and the planning put into each experience.

These experiences do not necessarily require a narrative direction or specified outcome.


VR Film of the Year

Submission Criteria

  • Immersion
  • Innovative use of cinematography and viewing
  • Use of spatial sound
  • Motion comfort
  • Originality and enjoyment
  • Narrative

VR Film of the Year is for organizations that are creating interesting and innovative immersive, spatial, and virtual reality films.

All nominations must make substantive use of VR and work to create a comfortable and immersive experience for the viewer.

Additional attention will be given to the use of narrative, originality, spatial sound, and movement within the experience. Submissions can include short films, 360-degree pieces, volumetric, and other narrative work within VR.


VR Marketing Campaign of the Year

Submission Criteria

  • Creativity
  • Potential reach
  • ROI and brand impact
  • Use of platforms
  • Originality and innovation

VR Marketing of the Year recognizes virtual reality’s ability to reach new demographics in increasingly creative ways. Nominated campaigns should demonstrate an understanding of what it means to market a brand or product using VR.

Judges will be looking for organizations that integrate VR as part of a brand’s broader strategic aims and not as a gimmick.

Particular emphasis will also be placed on the ROI, originality, and creativity of each marketing campaign.


Rising VR Company of the Year

Submission Criteria

  • Business model
  • Customer validation
  • Technical execution
  • Innovation and ambition

Rising VR Company of the Year recognizes that without new organizations creating innovative solutions and driving the industry forward through their ambition and determination, virtual reality would not be where it is today.

Commending pioneering small businesses and new studios, Rising VR Company of the Year looks closely at an organization’s first 24 months of operations and the growth of its business.

 Nominees should balance ambition and substantive data and are encouraged to submit business pitches that include details on how their product or service will change the VR space for the better.


Innovative VR Company of the Year

Submission Criteria

  • First-to-market developments
  • Company culture and policies
  • Demonstrated innovations in the past year
  • Potential for social impact
  • Sustainability

Innovative VR Company of the Year recognizes that as a constantly evolving landscape, virtual reality requires innovative thought leaders to pave the way by leading by example through first-to-market developments.

This award is based specifically on what a company has done in the past year and the innovative projects or initiatives that they have been involved in. These can include hardware, software, or community-based initiatives that positively impact the VR community and set the nominee apart from other VR companies


VR Social Impact Award

Submission Criteria

  • Social Impact
  • Creativity involved
  • Potential reach
  • Use of platforms
  • Originality and Innovation

The VR Social Impact Award recognizes projects that are making a significant positive impact on society through the use of virtual reality. 

Judges are looking for organizations or individuals that produce an innovative VR experience that has a demonstrable impact. Where possible this impact should be backed up by figures, research, and user feedback.

In addition to this, other design-orientated aspects are also considered, including, originality, creativity, and immersion.

Nominations are also accepted from agencies who have created a social impact piece on behalf of a client.


VR Enterprise Solution of the Year

Submission Criteria

  • Planning and research
  • User experience
  • Innovation
  • Measurable impact
  • Execution and scalability

VR Enterprise Solution of the Year is awarded to projects that satisfy the needs of an organization rather than individual users. Organizations can include businesses, schools, interest-based user groups, clubs, charities, and governments.

Nominated projects can also work to benefit broader industries, such as architecture, sport, agriculture, real estate, communication, defence, aerospace, manufacturing, and more.

Judges will be looking for companies or individuals who have demonstrated practical and innovative uses of virtual reality as an enterprise solution. This should include the research, planning, and end-user phases of the product or service.

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VR Education and Training of the Year

Submission Criteria

  • Retention and adoption
  • Innovation
  • Educational impact and results
  • User comfort 
  • Training practicality
  • Implementation

VR Education and Training of the Year is awarded to both enterprise and consumer-oriented training or educational solutions.

Nominees should be able to demonstrate how their VR training application has fulfilled a need or gap in knowledge and the positive impact this has on the end-user. Where possible this information should be substantiated by research and figures.

 Additional focus is given to those that are able to highlight retention among end-users and the long term, sustainable affect their solution has made. 

Projects should also still adhere to high-quality user experience expectations such as motion comfort, good use of locomotion, and gameplay mechanics if applicable.


VR Healthcare of the Year

Submission Criteria

  • Medical innovation and problem solving
  • Social impact
  • Practicality and feasibility
  • Evidence-based impact 
  • Implementation
  • Patient application

VR Healthcare of the Year recognizes both B2B and B2C solutions that can demonstrate how their product or service solves a healthcare issue and is altering the landscape of healthcare. 

Nominees will need to provide evidence-based results for their solution, including research trials, substantive data, user feedback, and feasibility studies. 

Emphasis is also placed on the product or service’s ease of use, adoption, and scalability, including how well integrated it is within established healthcare practice. 


VR Location-Based Entertainment of the Year

Submission Criteria

  • Planning and research
  • User experience
  • Innovation
  • Enjoyability
  • Measurable impact

VR Location-Based Entertainment of the Year recognizes experiences that bring a new level of immersion to theme parks, cinemas, attractions, museums, and more.

Nominees for this award should have researched, implemented and carried out an outstanding location-based experience.

Judges will be looking at how nominees have taken into consideration user experience and immersion. Nominees should submit a complete run-through of their experience and, where possible, a live demonstration.

Emphasis will also be placed on the research and implementation put into each experience and why it is well-suited to a location-based environment.

Over 70 Expert Judges

Our judging panel is made up of industry-leading creatives in virtual reality. We have gathered experts in various sectors of VR, from academics, journalists, and creative directors to founders and C-Suite executives. We tailor and match our judges’ specific areas of expertise to our award categories in order to ensure that our judging is of the highest-possible quality.

Lou Pushelberg

Lou Pushelberg

Circuit Stream, Founder & CEO

Michaela Holland

Michaela Holland

Experiential Creative Strategist & Consultant

Sam Mateosian

The Yarn Corporation, Co-Founder & CEO

Amy Hedrick

Amy Hedrick

Cleanbox Technology, CEO & Co-Founder