Simulators aren’t new; Drivemobile, the first racing simulator machine was released in 1968 by Sega. Others soon followed in a myriad of genres, from sports to hunting, kick-starting an era of arcades that drained generations of children’s pocket money. Some have had the potential for more practical uses. In education, for example, they are tapped to perform dangerous tasks practically risk-free. Others, like the virtual flying system Icaros, are utilised to gamify physical therapy and rehabilitation exercises. As virtual fidelity and accuracy continuously improves, the sky’s the limit – though we’d wager that it might be a while before we see any full-dive virtual experiences à la The Matrix’s martial arts dojo.