Understanding Enjoyment in VR Games with GameFlow

P. Sweetser, Zane Rogalewicz, Qingyang Li
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引用次数: 15

Abstract

In this paper, we report on a work in progress project that aims to understand affordances and inhibiters of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to review and analyse VR and non-VR versions of the same games to identify differences in enjoyment. Our approach includes conducting expert reviews using the GameFlow model, as well as conducting qualitative analysis on video game reviews, using GameFlow as a conceptual foundation. In this paper, we report our initial findings for the game Superhot. Our ongoing work evaluates a selection of games to map opportunities and pitfalls when designing games for VR.
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用GameFlow理解VR游戏的乐趣
在本文中,我们报告了一项正在进行的项目,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模型来回顾和分析同一款游戏的VR和非VR版本,以识别乐趣上的差异。我们的方法包括使用GameFlow模型进行专家评论,以及使用GameFlow作为概念基础对电子游戏评论进行定性分析。在本文中,我们报告了我们对游戏Superhot的初步发现。我们正在进行的工作是评估游戏的选择,以便在为VR设计游戏时绘制机会和陷阱。
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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