Save the Yummy Candyland: An Asymmetric Virtual Reality Game

Emilie Maria Nybo Arendttorp, H. Winschiers-Theophilus, Helvi Itenge, Milo Marsfeldt Skovfoged
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引用次数: 1

Abstract

This preliminary study explored how to make otherwise passive bystanders into an integral part of a virtual reality (VR) experience using asymmetric game design. We present a fully implemented collaborative VR game, co-designed by Namibian school children. The team needs to solve puzzles, whereby one player, using a VR headset, enters the digital world of Candyland, communicating with the other teammates, who are using a printed puzzle book. Ten Namibian school children, split into three groups, evaluated the game. Both the children inside and outside of VR were excited and eager to play the game through, despite the game being too complex, with too little feedback and a number of design issues, which required much guidance from the researchers.
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拯救美味的糖果乐园:一个不对称的虚拟现实游戏
这项初步研究探讨了如何使用非对称游戏设计将原本被动的旁观者变成虚拟现实(VR)体验的组成部分。我们展示了一个完全实现的协作式VR游戏,由纳米比亚学校的孩子们共同设计。团队需要解决谜题,其中一名玩家使用VR耳机进入Candyland的数字世界,与使用印刷谜题书的其他队友交流。10名纳米比亚学生被分成三组,对游戏进行了评估。VR内外的孩子们都很兴奋,渴望玩完游戏,尽管游戏太复杂了,反馈太少了,还有很多设计问题,这需要研究人员的大量指导。
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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