A therapeutic journey
or transformative experience
that could benefit hundreds of millions
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The global VR market is projected to jump to $200 billion by 2022 from under $27 billion in 2018, according to Statistica.
Some experts like Charlie Fink worry that VR platforms have not yet achieved wider adoption because VR has no readily apprehensible consumer value proposition.
"What's missing," observes CNET's Ian Sherr, "Is a killer app, the experience that gets everyone buzzing that they just have to try it and possibly even buy one of their own."
The market is there. Just consider that every week the world’s 2.2 billion gamers spend an average of six hours playing games online.
VR Heaven can be that app.
A majority of Americans (about 55 percent) believe in heaven, according to a Pew Research Center survey. But what does heaven look like? No one really knows.
“The sense that we will live forever somewhere has shaped every civilization in human history. Australian aborigines pictured Heaven as a distant island beyond the western horizon. The early Finns thought it was an island in the faraway east. Mexicans, Peruvians, and Polynesians believed that they went to the sun or the moon after death. Native Americans believed that in the afterlife their spirits would hunt the spirits of buffalo. The Gilgamesh epic, an ancient Babylonian legend, refers to a resting place of heroes and hints at a tree of life. In the pyramids of Egypt, the embalmed bodies had maps placed beside them as guides to the future world. The Romans believed that the righteous would picnic in the Elysian fields while their horses gazed nearby. Seneca, the Roman philosopher, said, “The day thou fearest as the last is the birthday of eternity.” Although these depictions of the afterlife differ, the unifying testimony of the human heart throughout history is belief in life after death. Anthropological evidence suggests that every culture has a God-given, innate sense of the eternal—that this world is not all there is.” From the book HEAVEN by Randy Alcorn
Approximately 3% of Americans declare to have had a near-death experience.
These experiences classically involve the feeling that one's soul has left the body, approaches a bright light and goes to another reality, where love and bliss are all-encompassing.
Psychologists and neuroscientists who have researched near-death experiences will contribute to the development of VR Heaven.
Nigeria: Linda Kholobekian (age 11)
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California: Jonathan Stearns (age 12)
Massachusetts: Victoria Yin (age 8)
Egypt: Sherry Atef Georgy (age 12)
Romania: Alexandra Bianca (age 12)
Ecuador: Maria Garcia Buitrago (age 10)
Kazakhstan: Aktoty Nurtanova (age 8)
Pakistan: Salaar Khan (age 11)
Azerbaijan: Narmina Veliyeva (age 13)
Team: The VR Heaven is a project of the Washington, DC-based International Child Art Foundation (ICAF) that is guided by the Seattle, WA-based Virtual World Society (VWS).
Founded and chaired by Dr. Ashfaq Ishaq (a spokesperson for the world's children), the ICAF is the national arts organization for American children and the global arts organization for the world's children.
Founded and chaired by Dr. Thomas Furness (grandfather of VR ), the VWS guides emerging technology to uplift humanity.
Process: The ICAF is organizing this year its 6th Arts Olympiad—the world’s largest school arts program.
The Arts Olympiad winners selected through art competitions from the participating U.S. school districts and nearly 100 countries will convene at the 6th World Children’s Festival to be held for three days in July 2019 on The National Mall in Washington.
Prior to their arrival, the Arts Olympiad Winners (the world's leading child artists) will depict their visions of heaven in paintings, drawing or digital artwork.
When in Washington, they will examine each other’s works, develop a consensus, and collaboratively paint twelve murals that depict their collective visions of heaven.
These masterpiece murals will be the building blocks for VR which a host of experts will construct.
Beneficiaries: VR Heaven can be a therapeutic journey or a transformative experience, benefitting hundreds of millions.
> Bring joy and comfort to 30 percent of U.S. teens which American Psychological Society reports feel depressed because of stress.
> Alleviate pain and bring solace to patients at the 5,534 U.S. hospitals.
> Provide comfort to some of the 2.5 million patients at the 14,000 treatment centers in the U.S.
> Be a part of palliative care for some of the 1.3 million Americans in the 5,500 hospices and the15,500 nursing homes.
> Bring hope to the 2.3 million people incarcerated in the U.S., especially the 48,000 youth in juvenile detention.
VR Heaven can also facilitate interfaith discussions in schools and universities. VR Heaven can nurture a sense of community in global businesses and foster futures thinking around the world.