Affording Enjoyment in VR Games: Possibilities, Pitfalls, and Perfection

Penny Sweetser, Zane Rogalewicz

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

11 Citations (Scopus)

Abstract

In this paper, we present research that aims to understand affordances and inhibitors of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to analyse VR and non-VR versions of the same games to identify differences in enjoyment in VR games. Our approach involves conducting qualitative analysis on video game reviews, using GameFlow as a theoretical foundation. We report on our analysis of the games Superhot and Skyrim. We find that affordances are largely consistent between VR and non-VR versions of the same games, with a few key differences related to Feedback, Control, Player Skills, and Immersion. We conclude that GameFlow is applicable to VR games, with the addition of a Comfort element to describe player comfort while playing.

Original languageEnglish
Title of host publicationProceedings of the 32nd Australian Computer-Human Interaction Conference, OzCHI 2020
EditorsNaseem Ahmadpour, Tuck Leong, Bernd Ploderer, Callum Parker, Sarah Webber, Diego Munoz, Lian Loke, Martin Tomitsch
PublisherAssociation for Computing Machinery (ACM)
Pages55-64
Number of pages10
ISBN (Electronic)9781450389754
DOIs
Publication statusPublished - 2 Dec 2020
Externally publishedYes
Event32nd Australian Computer-Human Interaction Conference, OzCHI 2020 - Virtual, Online, Australia
Duration: 2 Dec 20204 Dec 2020

Publication series

NameACM International Conference Proceeding Series

Conference

Conference32nd Australian Computer-Human Interaction Conference, OzCHI 2020
Country/TerritoryAustralia
CityVirtual, Online
Period2/12/204/12/20

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