VR is not only useful for gaming, but is an efficient video marketing tool, according to Phil Nottingham, video strategist for marketing platform Wistia. He also called for game developers to be cautious.
"Developers should retain a sense of responsibility towards gamers' wellbeing, as continuous hours of unbroken gameplay, whether traditional or VR-based, is not recommended by any health experts," he told CNBC in an email.
"One solution to prevent any detrimental effects could be to have indicators built in to the VR experience, reminding gamers to take frequent breaks."
Kingsley suggested that there needs to be dialogue between the games industry and regulators such as classification boards.
"We need guidelines. We are going to be exploring this space imminently so it would be really great to start a dialogue in this area. Is it okay to strap somebody in VR to a chair and simulate torturing them in VR? There is already a game like that and I don't want to participate in it as a game."
The line on what constitutes acceptable content is being tested. One example of questionable content was 08:46, released in October last year. Developed by a team of French students, the game recreates the events of 9/11 and follows an office worker in the North Tower of the World Trade Centre.
As reported by Tech Insider, the game ends with the player either suffocating from smoke or jumping from the 101st floor of the building.
"I'm not a big one for censorship, but I kind of know it needs to be there in the extremes," added Kingsley. "It comes down to where we draw the line."
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