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“What if I fall?” You can hear me asking the creators. I meant virtually, in the experience. Would I get some kind of “game over”? But I quickly realized I asked the wrong question. I’m not scared of heights. But apparently I’m terrified of virtual heights. I couldn’t move.

I ended up taking a few wobbly steps. Then I screeched and went tumbling over onto the concrete floor.

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I don’t think I hit my head, but as I stood back up something had definitely changed. I started to see the true possibilities of VR.

Since this was my first VR experience which caused me bodily injury, I thought hard about what had just happened. (Don’t worry—I was bruised but fine.) And I realized that the future of VR isn’t about sitting and pointing a peripheral into space. It’s about getting up and moving through those spaces. Being scared is important. Falling down is good!

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The problem here is that now we have to figure out a way to keep the real world from getting in the way when we’re on our VR adventures. Wireless headsets, yes. Smart contacts and bluetooth earbuds? Do we hire handlers to act like the sober people you’re supposed to have around on acid trips? Invent human-scale hamster balls? Actual leashes?

These new VR experiences are so intense that maybe we’ll actually need VR experiences to help us get over the fear of what will happen during VR experiences. I watched excitedly as the person after me strapped in to The Walk headset. He took one look at what was happening inside the goggles, handed them back, and walked away.

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Follow the author at @awalkerinLA