Investigating Player Experience in Virtual Reality Games via Remote Experimentation
dc.contributor.author | Ip, Ivan | |
dc.contributor.author | Sweetser Kyburz, Penny | |
dc.date.accessioned | 2021-09-20T00:08:06Z | |
dc.date.available | 2021-09-20T00:08:06Z | |
dc.date.issued | 2021-10-18 | |
dc.description.abstract | This research explores player experience of virtual reality (VR) games through two stages of study. In both stages, we employed the Player Experience Inventory (PXI), a validated tool designed to evaluate player experience. In Stage 1, player experience of VR games was investigated via an online survey with 100 participants. We found that Audio-Visual Appeal, Immersion, and Ease of Control contributed most to player experience in VR games. We found no relationship between player experience and age, time spent playing, VR experience, or VR headset. Stage 2 used remote experimentation to compare VR and non-VR games with 10 participants. We found that differences in player experience can be explained by the Immersion, Progress Feedback, and Curiosity constructs of the PXI. | en_AU |
dc.format.mimetype | application/pdf | en_AU |
dc.identifier.uri | http://hdl.handle.net/1885/248209 | |
dc.language.iso | en_AU | en_AU |
dc.provenance | https://www.acm.org/publications/openaccess#green..."all ACM published authors retain the right to post the pre-submitted (also known as "pre-prints"), submitted, accepted, and peer-reviewed versions of their work in any and all of the following sites:...Author's Institutional Repository" from the publisher site (as at 20 Sept 2021) | en_AU |
dc.publisher | ACM | en_AU |
dc.relation.ispartof | Annual Symposium on Computer-Human Interaction in Play | en_AU |
dc.rights | © 2021 Copyright held by the owner/author(s) | en_AU |
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). | en_AU |
dc.subject | virtual reality | en_AU |
dc.subject | video games | en_AU |
dc.subject | enjoyment | en_AU |
dc.subject | player experience | en_AU |
dc.title | Investigating Player Experience in Virtual Reality Games via Remote Experimentation | en_AU |
dc.type | Conference paper | en_AU |
dcterms.accessRights | Open Access | en_AU |
local.bibliographicCitation.lastpage | 9 | en_AU |
local.bibliographicCitation.startpage | 1 | en_AU |
local.contributor.affiliation | Sweetser, P., School of Computing, College of Engineering and Computer Science, The Australian National University | en_AU |
local.contributor.authoremail | penny.kyburz@anu.edu.au | en_AU |
local.contributor.authoruid | u1027166 | en_AU |
local.identifier.ariespublication | u6662439xPUB19 | |
local.identifier.doi | 10.1145/3450337.3483462 | en_AU |
local.identifier.uidSubmittedBy | u1072166 | en_AU |
local.publisher.url | https://www.acm.org/ | en_AU |
local.type.status | Submitted Version | en_AU |