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In the first part of our analysis we studied the colours used in cartoons with a focus to identify if there are relationships to cultural differences. Coloration of well-known objects depicted in cartoons originating from different parts of the world were found to have characteristic differences. We analysed several soft-copy and hard-copy cartoons from all over the world and identified the preferred colours the designers use for complexion, sky, water, soil, etc. We continued with the study of VR games' colours. We analysed the colours used in eight game categories' to identify colours and determined which colours the designers used for skin, sky, water, grass, etc. These colours were compared with the prototypical memory colours and the cartoon colours of these objects. The research quantifies these differences and provides advice to the designers of VR games to be tinted, if they are intended for a specific region of the world and specific VR games categories. In the second phase of the research such films which use images, which were equivalent of VR games are analysed. 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