如何设计VR节奏游戏中的存在感

Robert Dongas, Kazjon Grace
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引用次数: 1

摘要

节奏游戏以其引人入胜的游戏玩法而闻名,随着虚拟现实(VR)技术的采用,节奏游戏重新受到欢迎。虽然VR节奏游戏取得了商业上的成功,但却缺乏关于它们如何以及为何具有吸引力,以及这种吸引力与沉浸感或存在感之间的联系的研究。本研究旨在了解两款流行的VR节奏游戏《Beat Saber》和《Ragnarock》的设计如何利用存在感来吸引玩家。通过混合方法,利用多模式存在量表和开放式问题的主题分析,我们发现了四种特征用户体验的心态:动作、游戏、故事和音乐。我们将讨论这些心态如何调节存在感和沉浸感,并建议设计师如何在类似或相关游戏中利用这种映射。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing to Leverage Presence in VR Rhythm Games
Rhythm games are known for their engaging gameplay and have gained renewed popularity with the adoption of virtual reality (VR) technology. While VR rhythm games have achieved commercial success, there is a lack of research on how and why they are engaging, and the connection between that engagement and immersion or presence. This study aims to understand how the design of two popular VR rhythm games, Beat Saber and Ragnarock, leverages presence to immerse players. Through a mixed-methods approach, utilising the Multimodal Presence Scale and a thematic analysis of open-ended questions, we discovered four mentalities which characterise user experiences: action, game, story and musical. We discuss how these mentalities can mediate presence and immersion, suggesting considerations for how designers can leverage this mapping for similar or related games.
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