Skip to main content
Top

2021 | OriginalPaper | Chapter

Which Gameplay Aspects Impact the Immersion in Virtual Reality Games?

Authors : Marek Kopel, Marta Rutkowska

Published in: Advances in Computational Collective Intelligence

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

In this paper a comparison of two implementations of the same game is presented: a VR (virtual reality) version and a traditional one, meaning with no VR hardware used. The implementations’ design - made specially for this research - is the result of the analysis of many state-of-the VR games. The comparison’s goal is to find the aspects of gameplay that impact user immersion in a video game. Each extracted aspect is covered by a question in a post experiment questionnaire and discussed before final conclusions are drawn.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Cipresso, P., et al.: The past, present, and future of virtual and augmented reality research. Frontiers Psychol. 9, 2086 (2018) Cipresso, P., et al.: The past, present, and future of virtual and augmented reality research. Frontiers Psychol. 9, 2086 (2018)
2.
go back to reference Concannon, B.J., e al.: Head-mounted display virtual reality in post-secondary education and skill training. Frontiers Educ. 4, 80 (2019) Concannon, B.J., e al.: Head-mounted display virtual reality in post-secondary education and skill training. Frontiers Educ. 4, 80 (2019)
3.
go back to reference Fleck, P., Schmalstieg, D., Arth, C.: Creating IoT-ready XR-WebApps with Unity3D. In: The 25th International Conference on 3D Web Technology, pp. 1–7 (2020) Fleck, P., Schmalstieg, D., Arth, C.: Creating IoT-ready XR-WebApps with Unity3D. In: The 25th International Conference on 3D Web Technology, pp. 1–7 (2020)
5.
go back to reference Nylund, A., Landfors, O.: Frustration and its effect on immersion in games (2015) Nylund, A., Landfors, O.: Frustration and its effect on immersion in games (2015)
6.
go back to reference Ryan, M.L.: Immersion vs. interactivity: virtual reality and literary theory. SubStance 28(2), 110–137 (1999) Ryan, M.L.: Immersion vs. interactivity: virtual reality and literary theory. SubStance 28(2), 110–137 (1999)
7.
go back to reference Schwind, V., et al.: Using presence questionnaires in virtual reality. In: Proceedings of the 2019 CHI conference on human factors in computing systems, pp. 1–12 (2019) Schwind, V., et al.: Using presence questionnaires in virtual reality. In: Proceedings of the 2019 CHI conference on human factors in computing systems, pp. 1–12 (2019)
8.
go back to reference Ziegler, P., et al.: Simulator sick but still immersed. In: 2018 IEEE Conference on VR and 3D UI, pp. 743–744. IEEE (2018) Ziegler, P., et al.: Simulator sick but still immersed. In: 2018 IEEE Conference on VR and 3D UI, pp. 743–744. IEEE (2018)
Metadata
Title
Which Gameplay Aspects Impact the Immersion in Virtual Reality Games?
Authors
Marek Kopel
Marta Rutkowska
Copyright Year
2021
DOI
https://doi.org/10.1007/978-3-030-88113-9_13

Premium Partner