missTwo blind graders agree (D7, rule D16). Not in the audit sample (D11).
Grader A: miss
Games in 2009 were played on flat screens with speakers. All-encompassing visual environments (VR headsets) were expensive and inaccessible before the Oculus Rift; its Kickstarter was in August 2012 and the consumer version shipped only in March 2016. VR stayed under 5% of gamers by 2014.
Test: At least 20% of gamers using all-encompassing VR: effectively 0% in 2009; under 5% in 2014.
Oculus Rift (Wikipedia) (2016-03-25): Kickstarter August 2012; first consumer version shipped March 2016; earlier VR headsets were expensive and inaccessible.
Grader B: miss
In 2009 games were played on flat screens; all-encompassing (VR) visual-audio environments were not routine. Consumer VR headsets arrived in 2016.
Test: Device test: VR/immersive setups <5% of gamers by 2014.
Wikipedia: Haptic technology (accessed 2026-09-28): Rumble Pak and SideWinder Force Feedback 1997; DualShock vibration standard on PlayStation; haptics used in surgical and flight simulators; force-feedback teleoperators since 1950s.
All captured fields
rank
71
kind
decade_prediction
section
Communication
subject
Gaming includes immersive VR
target year
2009
timing
in
position
Chapter 9, "2009"; item Communication 14 in Kurzweil 2010, p. 61
confidence
high
note
Wording as reproduced by the author in "How My Predictions Are Faring" (2010); book page not given there. Subject label is the essay's own item heading.