Baumgartner, J. (2016, February 29). What types if VR content do cosumers want? Retrieved May 20, 2016, from Broadcastingcable.com: http://eds.a.ebscohost.com.www.dbproxy.hu.nl/eds/pdfviewer/pdfviewer?sid=b7f059d5-3130-464c-a66f-d465676b0a1e@sessionmgr4001&vid=2&hid=4113

Bio. (2016). Elon Musk. Retrieved from Biography: http://www.biography.com/people/elon-musk-20837159

Bozorgadeh, A.-E. (2016, May 28). The Netherlands is a serious hotbed for virtual reality content. Retrieved June 1, 2016, from Venturebeat.com: http://venturebeat.com/2016/05/28/the-netherlands-is-a-serious-hotbed-for-virtual-reality-content/

Bryson, S. (2013, December 16). Virtual Reality: A Definition History – A Personal Essay. Retrieved from http://arxiv.org/pdf/1312.4322v1.pdf

Business Intelligence. (2016). Data Visualization. Retrieved from Business Intelligence: http://businessintelligence.com/dictionary/data-visualization/

Deloitte. (2011). Market study, Dutch gaming industry. The right direction. Online business inovation.

Evelien Boshove, M. R. (2013). Overview: The future of the Dutch games industry. Retrieved May 20, 2016, from EconomicBoardUtrecht.nl: http://www.economicboardutrecht.nl/sites/nl.economicboardutrecht.www/files/GamesmonitorENGscreen.pdf

Google. (2016, May 3). Tilt Brush. Retrieved from YouTube: https://www.youtube.com/watch?v=TckqNdrdbgk

Handova, D. (2016, January 25). Oculus VR brings a new reality to the gaming industry. Retrieved May 20, 2016, from Techcrunch.com: http://techcrunch.com/2016/01/25/oculus-vr-brings-a-new-reality-to-the-gaming-industry/

IGN. (2016, April 15). How Scary is the Paranormal Activity VR Game? Retrieved from YouTube: https://www.youtube.com/watch?v=Qsna1ChGt0E

IGN. (2016). Tokyo Game Show. Retrieved from IGN: http://www.ign.com/events/tgs

Kharpal, A. (2015, September 23). Facebook’s Instagram hits 400M users, beats Twitter. Retrieved from CNBC: http://www.cnbc.com/2015/09/23/instagram-hits-400-million-users-beating-twitter.html

Lang, B. (2013, July 23). Oculus CEO: No Oculus Rift 2 / Consumer Version in 2013, Talks VR on Your Smartphone. Retrieved from Road to VR: http://www.roadtovr.com/no-oculus-rift-2-2013-consumer-version/

Lewis, T. (2015, February 3). Samsung gear VR: Virtual Reality Tech May Have Nasty Side Effects. Retrieved May 20, 2016, from Livescience.com: http://www.livescience.com/49669-virtual-reality-health-effects.html

Mander, J. (2015, January 21). GWI Social Q4 2014: the latest social networking trends. Retrieved from Global Web Index: http://www.globalwebindex.net/blog/gwi-social-q4-2014-the-latest-social-networking-trends

Manus VR. (2016). Retrieved from Manus VR: https://manus-vr.com/

Miles, S. (2016, February 21). Get a free Gear VR with your Samsung Galaxy S7 or S7 edge. Retrieved from Pocket-Lint: http://www.pocket-lint.com/news/136700-get-a-free-gear-vr-with-your-samsung-galaxy-s7-or-s7-edge

Morris, A. (2014). Will the Oculus Rift revolutionize the gaming industry? Retrieved May 20, 2016, from Allbusiness.com: https://www.allbusiness.com/will-the-oculus-rift-revolutionize-gaming-industry-23580-1.html

Morris, A. (2015). AllBusiness. Retrieved May 20, 2016, from AllBusiness.com: https://www.allbusiness.com/will-the-oculus-rift-revolutionize-gaming-industry-23580-1.html

Norman, J. (2016, May 29). “Pygmalion’s Spectacles,” Probably the First Comprehensive and Specific Fictional Model for Virtual Reality. Retrieved from History of Information: http://www.historyofinformation.com/expanded.php?id=4543

Payatagool, C. (2008, September 19). Theory and Research in HCI: Morton Heilig, Pioneer in Virtual Reality Research. Retrieved from Telepresence Options: http://www.telepresenceoptions.com/2008/09/theory_and_research_in_hci_mor/

Sony Playstation. (2016). Playstation VR. Retrieved from Playstation: https://www.playstation.com/nl-nl/explore/playstation-vr/

Statista. (2016, April). Leading social networks worldwide as of April 2016, ranked by number of active users (in millions). Retrieved from Statista: http://www.statista.com/statistics/272014/global-social-networks-ranked-by-number-of-users/

Stuart, K. (2015, July 3). What does the games industry really think about virtual reality? Retrieved May 20, 2016, from Theguardian.com: https://www.theguardian.com/technology/2015/jul/03/games-industry-virtual-reality-sony-microsoft-valve-v

TeachThought Staff. (2012, December 3). Why People Play Video Games. Retrieved from TeachThought: http://www.teachthought.com/uncategorized/why-people-play-video-games/

Virtual Reality Society. (2016). History of Virtual Reality. Retrieved from Virtual Reality Society: http://www.vrs.org.uk/virtual-reality/history.html