Understanding Enjoyment in VR Games with GameFlow

Date

2019-11

Authors

Sweetser Kyburz, Penny
Rogalewicz, Zane
Li, Qingyang

Journal Title

Journal ISSN

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.

Description

Keywords

Virtual reality, VR, videogames, enjoyment, player experience

Citation

Source

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

Entity type

Access Statement

License Rights

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Restricted until

2037-12-31

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