Understanding Enjoyment in VR Games with GameFlow
Date
2019-11
Authors
Sweetser Kyburz, Penny
Rogalewicz, Zane
Li, Qingyang
Journal Title
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Volume Title
Publisher
ACM
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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Keywords
Virtual reality, VR, videogames, enjoyment, player experience
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Type
Conference paper
Book Title
Proceedings of VRST '19: 25th ACM Symposium on Virtual Reality Sofware and Technology (VRST '19), November 12-15, 2019, Parramata, NSW, Australia
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2037-12-31
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