@inproceedings{94f9b44ba8f549aa89a3a610f8a62fc6,
title = "Affording Enjoyment in VR Games: Possibilities, Pitfalls, and Perfection",
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.",
keywords = "GameFlow, enjoyment, player experience, videogames, virtual reality",
author = "Penny Sweetser and Zane Rogalewicz",
note = "Publisher Copyright: {\textcopyright} 2020 ACM.; 32nd Australian Computer-Human Interaction Conference, OzCHI 2020 ; Conference date: 02-12-2020 Through 04-12-2020",
year = "2020",
month = dec,
day = "2",
doi = "10.1145/3441000.3441050",
language = "English",
series = "ACM International Conference Proceeding Series",
publisher = "Association for Computing Machinery (ACM)",
pages = "55--64",
editor = "Naseem Ahmadpour and Tuck Leong and Bernd Ploderer and Callum Parker and Sarah Webber and Diego Munoz and Lian Loke and Martin Tomitsch",
booktitle = "Proceedings of the 32nd Australian Computer-Human Interaction Conference, OzCHI 2020",
address = "United States",
}