Understanding enjoyment in VR games with game flow

Penny Sweetser, Zane Rogalewicz, Qingyang Li

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

    14 Citations (Scopus)

    Abstract

    In this paper, we report on a work in progress project that aims to understand affordances and inhibiters of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to review and analyse VR and non-VR versions of the same games to identify differences in enjoyment. Our approach includes conducting expert reviews using the GameFlow model, as well as conducting qualitative analysis on video game reviews, using GameFlow as a conceptual foundation. In this paper, we report our initial findings for the game Superhot. Our ongoing work evaluates a selection of games to map opportunities and pitfalls when designing games for VR.

    Original languageEnglish
    Title of host publicationProceedings - VRST 2019
    Subtitle of host publication25th ACM Symposium on Virtual Reality Software and Technology
    EditorsStephen N. Spencer
    PublisherAssociation for Computing Machinery (ACM)
    ISBN (Electronic)9781450370011
    DOIs
    Publication statusPublished - 12 Nov 2019
    Event25th ACM Symposium on Virtual Reality Software and Technology, VRST 2019 - Sydney, Australia
    Duration: 12 Nov 201915 Nov 2019

    Publication series

    NameProceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST

    Conference

    Conference25th ACM Symposium on Virtual Reality Software and Technology, VRST 2019
    Country/TerritoryAustralia
    CitySydney
    Period12/11/1915/11/19

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