Many working in Australia's virtual reality (VR) industry say there is a need for more investment in the sector as the world's largest companies including Google, Microsoft and Facebook push billions of dollars into the technology.
Facebook bought VR headset manufacturer Oculus in 2014 for $2 billion, effectively setting off a boom in virtual reality investment that those in the industry say may bypass Australia.
The VR market is expected to grow to $US2.16 trillion by 2035, according to Citi. While there are endless opportunities in the sector, Mish Sparks, a director at Mod Productions studio, is concerned there is not enough support.
"There are no producers' offsets at all for interactives, whether that be console games or VR or anything else," she said.
"Which kind of hampers the environment for investment, risk taking, creativity in the area because to develop for this new platform, you have to either have money in your pocket and resources to fund your own development.
"If Australia is going to be competitive and get more jobs in the digital economy, then it needs to support more development and more investment within the digital economy and provide incentives for people, investors, who may be interested in supporting the development of stories on new platforms."
VR not just for gaming
VR is a computer simulation of an environment that can be interacted with using equipment including headsets and controllers. Though nascent, VR technology is used not only for gaming and entertainment purposes, but also for training and education.
Alzheimer's Australia in September released a virtual reality smartphone app that helps people understand challenges associated with the disease, enabling people to see the world through the eyes of a person living with dementia.
"There is this whole way of people making works and developing things ... I think [in] the first few years VR will find its place because every medium has its strength for a particular area, and I think it will find a place," said Michael Lyons, senior consultant at Deloitte.
Mr Lyons' virtual reality firm Kid Neon was acquired by Deloitte earlier this year.
As the price of the technology drops, headsets like the PlayStation VR are becoming more accessible to households.
Michela Ledwidge, also a director at Mod Productions and the vice president Digital of the Australian Director's Guild, said without incentives a lot of talent would look for work overseas.
"But in terms of actual production actual making these kind of experiences, yes, it's not a healthy sustainable sector yet," she told ABC News.
"In the states it is, in China there has been significant infrastructure investments in terms of future VR arcades, and in terms of the hardware they've spent billions of dollars of investment from major consumer electronics and entertainment companies.
"So far in Australia that hasn't translated into significant work for production."
Technology analyst firm Telsyte predicted 115,000 virtual reality headset units would be sold in the second half of 2016, with sales to grow over 500,000 units in 2017.
By 2020, Telsyte estimated over 3.3 million units would have been sold in Australia, with 22.3 per cent or around 2.5 million households owning a unit.
"We are risking missing out if there aren't the resources there to get the code developed to get onto those platforms," Ms Sparks said.
"There's lots of new platforms coming out, and ... the people putting out the hardware want content for it, and there's going to be a growing market for that content."