The Needs Analysis of Virtual Exergaming

Long-Sheng Chen, Yi-Xun Wu
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引用次数: 0

Abstract

Due the maturity of virtual reality (VR) products and related technologies, VR has been widely applied to exergaming. The COVID 19 epidemic also fastens applying VR to fitness and sports. However, as with all innovative products, to ensure that the presented product can be successful, understanding the user's actual or potential needs will be one of the key factors for the success of the product. To ensure we can know the players' needs of VR exergaming, Kano model will be employed in this study. We propose 12 design functions for VR exergames. Through Kano analysis, we can understand how these design elements are categorized in the user's needs. Results of Kano analysis could help VR exergaming manufacturers to enhance game design functions, so that VR sport games can be closer to the needs of users.
虚拟游戏的需求分析
随着虚拟现实(VR)产品和相关技术的成熟,VR在游戏中得到了广泛的应用。新冠肺炎疫情也加快了VR在健身和体育领域的应用。然而,与所有创新产品一样,为了确保所呈现的产品能够成功,了解用户的实际或潜在需求将是产品成功的关键因素之一。为了确保我们能够了解玩家对VR游戏的需求,本研究将采用Kano模型。我们提出了12个VR游戏的设计功能。通过卡诺分析,我们可以了解这些设计元素是如何在用户需求中进行分类的。Kano分析的结果可以帮助VR运动游戏厂商增强游戏设计功能,让VR运动游戏更贴近用户需求。
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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