Understanding Enjoyment in VR Games with GameFlow
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Sweetser Kyburz, Penny; Rogalewicz, Zane; Li, Qingyang
Description
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...[Show more]
dc.contributor.author | Sweetser Kyburz, Penny![]() | |
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dc.contributor.author | Rogalewicz, Zane | |
dc.contributor.author | Li, Qingyang | |
dc.date.accessioned | 2020-01-09T03:15:38Z | |
dc.identifier.isbn | 9781450370011 | |
dc.identifier.uri | http://hdl.handle.net/1885/196739 | |
dc.description.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. | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en_AU | |
dc.publisher | ACM | |
dc.relation.ispartof | Proceedings of VRST '19: 25th ACM Symposium on Virtual Reality Sofware and Technology (VRST '19), November 12-15, 2019, Parramata, NSW, Australia | |
dc.rights | © 2019 Copyright is held by the owner/author(s) | |
dc.subject | Virtual reality | |
dc.subject | VR | |
dc.subject | videogames | |
dc.subject | enjoyment | |
dc.subject | player experience | |
dc.title | Understanding Enjoyment in VR Games with GameFlow | |
dc.type | Conference paper | |
dc.date.issued | 2019-11 | |
local.publisher.url | https://dl.acm.org/ | |
local.type.status | Submitted Version | |
local.contributor.affiliation | Sweetser Kyburz, P., School of Computer Science, The Australian National University | |
local.contributor.affiliation | Rogalewicz, Z., School of Computer Science, The Australian National University | |
local.contributor.affiliation | Li, Q., School of Computer Science, The Australian National University | |
local.description.embargo | 2037-12-31 | |
local.bibliographicCitation.startpage | 1 | |
local.bibliographicCitation.lastpage | 2 | |
local.identifier.doi | 10.1145/3359996.3364800 | |
dc.rights.license | Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). | |
Collections | ANU Research Publications |
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