在VR游戏中提供乐趣:可能性,陷阱和完美

P. Sweetser, Zane Rogalewicz
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引用次数: 5

摘要

在本文中,我们提出的研究旨在了解虚拟现实(VR)视频游戏中享受的支持和抑制因素。我们运用GameFlow模型来分析同一款游戏的VR和非VR版本,以识别VR游戏中的乐趣差异。我们的方法是使用GameFlow作为理论基础,对电子游戏评论进行定性分析。我们将对《Superhot》和《天际》进行分析。我们发现,同一款游戏的VR和非VR版本之间的可视性基本一致,只是在反馈、控制、玩家技能和沉浸感方面存在一些关键差异。我们得出的结论是,GameFlow适用于VR游戏,它添加了一个舒适度元素来描述玩家在玩游戏时的舒适度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Affording Enjoyment in VR Games: Possibilities, Pitfalls, and Perfection
In this paper, we present research that aims to understand affordances and inhibitors of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to analyse VR and non-VR versions of the same games to identify differences in enjoyment in VR games. Our approach involves conducting qualitative analysis on video game reviews, using GameFlow as a theoretical foundation. We report on our analysis of the games Superhot and Skyrim. We find that affordances are largely consistent between VR and non-VR versions of the same games, with a few key differences related to Feedback, Control, Player Skills, and Immersion. We conclude that GameFlow is applicable to VR games, with the addition of a Comfort element to describe player comfort while playing.
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