Team-building using VR

The only way to discover the limits of the possible is to go beyond them into the impossible.

Arthur C. Clarke: Author, futurist (1917-2008)

Virtual Reality is truly a Game-changer!

Through a recent Corporate Team building program that we organized for our client Anakage Technologies, we were able to bring out some amazing insights into team-work, communication, stress-management and decision-making within organizational teams. How?

Simple! We split the whole group of employees into teams of two and made each team play a specific VR game involving a ticking time-bomb that needed to be defused by effective communication under unfamiliar circumstances and insufficient information/ experience.

Team Building using Virtual Reality

There is only one thing stronger than all the armies of the world: and that is an idea whose time has come.

Victor Hugo: Author (1802-85)

For many years, we’ve been using Gaming tech to help bring people together, socialize and have fun, but the advancements in VR technology has motivated us to explore use-cases beyond gaming. After our pilot in the education sector last year involving a local medical college in Bangalore, the recent event helped to strengthen our conviction that there are meaningful use-cases for utilizing VR/AR tech to create/ curate/ engage users in impactful and delightful ways.

Please reach out to us if you’d like to know more on how we could help you integrate VR and/or other Gaming tech into your operations/ services or just plan some casual fun sessions that your teams would be delighted with and recall with fondness long after the event’s done.

Gamineazy VR for good.

Gamineazy’s Virtual Reality for Education – First steps

Gamineazy’s Research team achieved a significant milestone this month when we organized a special Virtual Reality programme on 4th June, 2018 for the Padmashree School of Public Health, involving both teachers and students. Using open-source software, Mr. Umashankar, the Principal of the school, gave a guided tour and lecture on the Human Body, while students watched and engaged with the content from their mobile phones, via Virtual Reality headsets provided by Gamineazy.

Due to the unique nature of the software, the ‘guide’ was able to use the app on his phone to draw attention to certain areas in the virtual space and explain specific concepts. He was also able to identify whether the ‘explorers’ were paying attention and focussing on the area being highlighted and guide the students accordingly. The level of immersion and the quality of visuals helped the students gain a fresh perspective on their course material and based on the feedback received, this medium of engagement and consumption of content allowed for more effective retention and recall. Of course, more tests would need to be carried out and Team Gamineazy would be working closely with the School’s management to determine how we could integrate Virtual Reality tech and content into the school’s curriculum and achieve the objectives set by the institution. But one thing was sure, the students loved it and wanted more…. and we at Gamineazy look forward to our next program.

If you or someone you know would like to know more about how AR/VR tech could be integrated into Education-based endeavours, please get in touch with us at