@inproceedings{5c7dfe2578d34d91ad42159f6913f9e6,
title = "Understanding enjoyment in VR games with game flow",
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.",
keywords = "Enjoyment, Player experience, VR, Videogames, Virtual reality",
author = "Penny Sweetser and Zane Rogalewicz and Qingyang Li",
note = "Publisher Copyright: {\textcopyright} 2019 Copyright held by the owner/author(s).; 25th ACM Symposium on Virtual Reality Software and Technology, VRST 2019 ; Conference date: 12-11-2019 Through 15-11-2019",
year = "2019",
month = nov,
day = "12",
doi = "10.1145/3359996.3364800",
language = "English",
series = "Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST",
publisher = "Association for Computing Machinery (ACM)",
editor = "Spencer, {Stephen N.}",
booktitle = "Proceedings - VRST 2019",
address = "United States",
}