Analysis of asymmetric VR games – Steam platform case study

IF 10.1 1区 社会学 Q1 SOCIAL ISSUES
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引用次数: 0

Abstract

The paper presents research on the topic of asymmetric virtual reality (VR) games. These types of applications are in the development phase when it comes to their presence on the market, range, amount, and popularity. This research discusses the original topic, as it is still a niche compared to video games and even to VR applications on the market. The article presents a quantitative analysis of asymmetric VR applications available in the international market. One of the popular gaming platforms, Steam, was chosen as a subject for the case study in this investigation. The objectives of the conducted research include, first, a quantitative analysis and presentation of up-to-date data on asymmetric VR games available on Steam; then, providing and systematizing new knowledge about the asymmetric VR term, identifying the nature of asymmetric VR games, and finally, recognition of the current situation and the latest trends within the concept of asymmetric VR. Based on the results, it was concluded that the dominating genre of asymmetric VR was action (49.4 %), indie (46.0 %) and casual (45.4 %), followed by simulation (37.4 %). Most of the games were available in English (96.6 %), and far behind English, there were French and German languages (30.5 %), and then Spanish – Spain (28.2 %), Russian (27 %), Japanese (25.9 %), simplified Chinese (25.3 %) and others. The analysis of user re-views on Steam that asymmetric VR receive favorable feedback, with ‘very positive’ as the most prevalent label, representing 35.0 % of analyzed games. Notably, only four games achieved the ‘overwhelmingly positive’ label, including ‘Keep Talking and Nobody Explodes’ in the basic version and in the version with soundtrack (97 % positive reviews), ‘Rock Life: The Rock Simulator’ (95 % positive reviews), and ‘IronWolf VR’ (95 % positive reviews). Last but not least, the paper describes the features of the analyzed asymmetric VR application. The results of the research make a contribution to the field and provide new knowledge on the following: the new subarea of VR, the nature of asymmetric VR (author's concept), human behavior and interaction in asymmetric virtual gameplay, and communication in asymmetric VR.

不对称虚拟现实游戏分析--Steam 平台案例研究
本文介绍了关于非对称虚拟现实(VR)游戏的研究。这类应用在市场上的存在、范围、数量和普及程度都处于发展阶段。本研究讨论的是最初的主题,因为与视频游戏相比,甚至与市场上的 VR 应用程序相比,它仍然是一个小众领域。文章对国际市场上的非对称 VR 应用程序进行了定量分析。本次调查选择了热门游戏平台 Steam 作为案例研究对象。研究的目标包括:首先,对 Steam 上的非对称 VR 游戏进行定量分析并提供最新数据;然后,提供有关非对称 VR 术语的新知识并使之系统化,确定非对称 VR 游戏的性质;最后,认识非对称 VR 概念的现状和最新趋势。根据调查结果,非对称虚拟现实游戏的主要类型是动作游戏(49.4%)、独立游戏(46.0%)和休闲游戏(45.4%),其次是模拟游戏(37.4%)。大部分游戏使用英语(96.6%),远远落后于英语的是法语和德语(30.5%),然后是西班牙语(28.2%)、俄语(27%)、日语(25.9%)、简体中文(25.3%)和其他语言。通过对 Steam 上用户重新观看的游戏进行分析,非对称 VR 获得了良好的反馈,"非常积极 "是最普遍的标签,占分析游戏的 35.0%。值得注意的是,只有四款游戏获得了 "压倒性好评",包括基本版和带原声带版的《继续说话,没人会爆炸》(好评率达 97%)、《摇滚生活:摇滚模拟器》(95%好评)和《IronWolf VR》(95%好评)。最后,本文介绍了所分析的非对称 VR 应用程序的特点。研究成果为该领域做出了贡献,并提供了以下方面的新知识:VR 的新子领域、非对称 VR 的性质(作者的概念)、非对称虚拟游戏中的人类行为和互动,以及非对称 VR 中的交流。
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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来源期刊
CiteScore
17.90
自引率
14.10%
发文量
316
审稿时长
60 days
期刊介绍: Technology in Society is a global journal dedicated to fostering discourse at the crossroads of technological change and the social, economic, business, and philosophical transformation of our world. The journal aims to provide scholarly contributions that empower decision-makers to thoughtfully and intentionally navigate the decisions shaping this dynamic landscape. A common thread across these fields is the role of technology in society, influencing economic, political, and cultural dynamics. Scholarly work in Technology in Society delves into the social forces shaping technological decisions and the societal choices regarding technology use. This encompasses scholarly and theoretical approaches (history and philosophy of science and technology, technology forecasting, economic growth, and policy, ethics), applied approaches (business innovation, technology management, legal and engineering), and developmental perspectives (technology transfer, technology assessment, and economic development). Detailed information about the journal's aims and scope on specific topics can be found in Technology in Society Briefings, accessible via our Special Issues and Article Collections.
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