The Award
Categories

Nominations open 9 March 2020

VR Hardware of the Year

Submission Criteria

  • Industry / ecosystem integration
  • Design and ergonomic
  • 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. Emphasis is placed on the technology’s public / industry reception, its innovative features and most importantly how it moves the industry and market forward. Secondary considerations look at the hardware’s design, feel, functions and features.

This category is likely to include but is not limited to HMDs, Input devices, Haptics and Cameras. This award is given to hardware that significantly focuses on its use within virtual reality rather than augmented reality.

 


VR Game of the Year

Submission Criteria

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

VR Game of the Year sets out to recognise virtual reality games of all sizes, big or small, 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 flat screen games, giving it purpose and an enhanced immersive experience for the player.

Judges look closely at the innovative use of locomotion, user interfaces, replayability, overall immersion into the game’s world and use of gameplay mechanics that interact well within virtual reality.


VR Experience of the Year

Submission Criteria

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

VR Experience of the Year celebrates projects and companies producing and executing truly outstanding, quality experiences, that don’t fall into the traditional definition of a film or game.

These are experiences that allow the user to interact with their virtual environment and does 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 recognises projects that are creating immersive, spatial and original VR media.

All nominations must substantially feature virtual reality within their media and work to create a comfortable and enjoyable experience for the viewer. Additional attention is given to the use of positioning and movement within the media.

Can include short films, 360 pieces, volumetric and narrative work within VR.


VR Marketing of the Year

Submission Criteria

  • Creativity involved
  • Potential reach
  • Use of platforms
  • Originality and innovation

VR Marketing of the Year recognises virtual reality’s ability to reach new demographics in increasingly creative ways. Projects demonstrate an excellent understanding of what it means to market a brand or product using immersive mediums, whether it be in an user’s home or location based.

Judges look towards marketing campaigns that integrate virtual reality within a large proportion of the project and therefore can be part of a brand’s wider marketing campaign.

Also accepting games, films and experiences that have been made specifically to market a brand, product or service; particular focus is placed on the ROI, originality and creativity behind each marketing campaign .

Nominations are accepted from agencies on behalf of clients and from the marketed brand itself.


Rising VR Company of the Year

Submission Criteria

  • Business Model
  • Customer Validation
  • Technical execution
  • Innovation and ambition

Rising VR Company of the Year recognises that without new companies creating innovative solutions and driving forward ambition within the industry, virtual reality would not be where it is today.

Commending pioneering small businesses and indie studios that are quickly climbing the ranks, Rising VR Company of the Year looks closely at progression since incorporation and implementation / technical execution of a chosen business model.

This award is especially aimed at companies/indie studios that have been trading for fewer than two years in the space and does not include subsidiaries of larger organisations.


Innovative VR Company of the Year

Submission Criteria

  • First-to-market developments,
  • Company culture and policies
  • Demonstrated innovations in terms of patents
  • Potential for social impact
  • Sustainability

Innovative VR Company of the Year understands 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.

Innovative VR Company of the Year celebrates a recent project and/or initiative that has led to innovation within a company and the industry on a wider scale. Additional points is given to those that can clearly demonstrate the sustainable industry impact they have made through solid figures and research.

Innovative projects / initiatives can be hardware, software, community based or all three combined.


VR Social Impact Award

Submission Criteria

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

VR Social Impact Award recognises that whether a project has a large or small budget, this shouldn’t determine its value and impact on the world around it. The VR Social Impact award looks to recognise those exact projects that are making significant positive impact or change by using VR for good.

Awarded to companies or individuals that produce and execute either a high quality VR game, film, experience, product and or service which can demonstrate how / why their project has made change and be backed up by figures, research and user feedback.

In addition to this, projects are still looked at for their originality, creativity and immersion of the VR user.

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


VR Enterprise Solution of the Year

Submission Criteria

  • Planning and research
  • User experience
  • Innovativity
  • Measurable Impact

VR Enterprise Solution of the Year specifically rewards projects that satisfy the needs of an organisation rather than individual users. Such organisations include businesses, schools, interest-based user groups, clubs, charities, and governments.

Project nominations may be for a broad industry interest, or more refined and specific such as; architecture, sport, agriculture, real estate, communication, military, defence, aerospace, automobile, and more.

Awarded to companies or individuals who have demonstrated practical and innovative uses of VR as an enterprise solution; this can apply to the research, planning, and end-user phases of the product and/or service for either an internal or external application.


VR Education and Training of the Year

Submission Criteria

  • Retention
  • Innovativity
  • Educational Impacts
  • Training practicality
  • Implementation

VR Education and Training of the Year is awarded to enterprise- or consumer-orientated training or educational solutions; this may apply to an experiences, videos, games and more (providing it has a positive educational use).

Nominees should be able to demonstrate how their VR educational / training project has fulfilled a need or gap in knowledge and highlights the positive impact this has on the end user. This information should be backed up by research and figures.

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

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


VR Healthcare of the Year

Submission Criteria

  • Medical innovation
  • Social impacts
  • Practicality & feasibility
  • Project implementation
  • Patient application

VR Healthcare of the Year recognises projects that are changing the landscape of healthcare industries for good, awarding both B2B and B2C solutions that can demonstrate a clear impact and understanding of the market.

Projects will need to provide supporting evidence on their patient application and practicality / feasibility for the wider market. Key emphasis is placed on nominations that clearly highlight positive outcomes of the use of the product / service with research, trials and end user feedback.

Nominations can incorporate both training and educational elements, providing it is directly linked to healthcare and wellbeing.


Out-of-home VR Entertainment of the Year

Submission Criteria

  • Quality of experience
  • Planning and research
  • User experience
  • Immersiveness

Out of Home VR Entertainment of the Year brings a new level of immersion to theme parks, cinemas, attractions, museums and more.

Nominees for this award have researched, implemented and carried out an outstanding, quality location based experience, which has resulted in a high level of user satisfaction and immersion.

Additional focus is placed on nominees that have incorporated interaction with the physical environment around the the user (i.e booth layout, physical walls, sensory effects etc), and can either be permanent or temporary installations.

Focus on the entire experience from before the user gets into VR, to after they are out of VR.

Demonstration should be made as to why the project is well suited to a location based solution and should work to include as much video media and unbiased user feedback demonstration as possible to highlight the expressiveness of the project.

Over 70 Expert Judges

Charlie Fink

Freelance, Consultant, Author & Speaker

Lauren Selig

Tangled Little Dragon & Shake and Bake Productions, Founder

Greg Ivanov

Google, Head of AR, VR, Lens Partnerships EMEA

Helen Situ

Virtual Reality Pop, Founder