Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft

Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft
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DOI:
10.1145/3242671.3242677
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发表时间:
2018-10
期刊:
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
影响因子:
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通讯作者:
John Porter;Matthew Boyer;Andrew C. Robb
John Porter;Matthew Boyer;Andrew C. Robb
中科院分区:
其他
文献类型:
--
作者:
John Porter;Matthew Boyer;Andrew C. Robb

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自2016年发布第一款消费型VR头盔显示器以来,虚拟现实游戏的受欢迎程度迅速增长,然而,相对较少的研究探讨了这种新媒体对玩家体验的影响。在这篇文章中,我们提出了一项研究,探索在桌面和沉浸式虚拟现实中玩《我的世界》时用户体验是如何变化的。14名球员完成了6次45分钟的训练,其中3人在桌面上玩,3人在VR上玩。游戏体验问卷、I-Group存在感问卷和模拟器病症问卷在每节课结束后进行测试,并在实验结束时对玩家进行访谈。参与者强烈喜欢在VR中玩《我的世界》,尽管他们对使用心灵传送作为一种旅行技术感到沮丧,并有模拟器晕车的感觉。玩家喜欢使用运动控制,但在某些情况下仍会继续使用间接输入。这似乎并没有对在场的感觉产生负面影响。最后,我们为有意将游戏移植到虚拟现实的游戏开发人员上了四课。
Virtual reality games have grown rapidly in popularity since the first consumer VR head-mounted displays were released in 2016, however comparatively little research has explored how this new medium impacts the experience of players. In this paper, we present a study exploring how user experience changes when playing Minecraft on the desktop and in immersive virtual reality. Fourteen players completed six 45 minute sessions, three played on the desktop and three in VR. The Gaming Experience Questionnaire, the i-Group presence questionnaire, and the Simulator Sickness Questionnaire were administered after each session, and players were interviewed at the end of the experiment. Participants strongly preferred playing Minecraft in VR, despite frustrations with using teleporation as a travel technique and feelings of simulator sickness. Players enjoyed using motion controls, but still continued to use indirect input under certain circumstances. This did not appear to negatively impact feelings of presence. We conclude with four lessons for game developers interested in porting their games to virtual reality.