Conceptual framework for the usability evaluation of gamified virtual reality environment for non-gamers

S. F. M. Zaidi, Craig Duthie, E. Carr, Samah Hassan Abd El Maksoud
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引用次数: 14

Abstract

Loneliness has been shown to have a negative effect on both mental and physical health. Regular video game players always keep themselves busy with the games they love playing. Whereas, non-gamers are mostly involved in other physical/social activities that sustain positive impact on their lives. When it comes to not being able to keep up with these activities, loneliness starts to creep in their lives, especially when they get older. Virtual reality(VR) provides a more accessible option for people to become engaged in physical and social activities from the comfort of their homes as they get immersed into the 3D simulation. This paper proposes a usability framework for (VR) casual game development for non-gamers, that would help developers to get important game elements in pre-production phase avoiding major changes in the production phase. Moreover, when the prototype was tested for user-experience, results were positive, suggesting that the framework we proposed was successful in producing an immersive VR game prototype for our target users. The prototype helped alleviating feeling of loneliness and elevating positive mood.
非游戏玩家游戏化虚拟现实环境可用性评估的概念框架
孤独已被证明对心理和身体健康都有负面影响。普通的电子游戏玩家总是让自己忙于他们喜欢玩的游戏。而非游戏玩家则主要参与其他能够对他们的生活产生积极影响的身体/社交活动。当涉及到无法跟上这些活动时,孤独感开始在他们的生活中蔓延,尤其是当他们变老的时候。虚拟现实(VR)为人们提供了一个更方便的选择,让他们在舒适的家中沉浸在3D模拟中,从事体育和社交活动。本文提出了一个面向非游戏玩家的(VR)休闲游戏开发可用性框架,这将帮助开发者在预制作阶段获得重要的游戏元素,避免在制作阶段做出重大改变。此外,当原型进行用户体验测试时,结果是积极的,这表明我们提出的框架在为目标用户制作沉浸式VR游戏原型方面是成功的。该原型有助于缓解孤独感,提升积极情绪。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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