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...
Enjoyment has been identified as a central component of the player experience (PX), but various, ove...
Flow is characterized as an autotelic experience where action and awareness merge, there is high con...
As virtual reality (VR) games are getting more widespread, the need to understand the interaction be...
In this paper, we report on a work in progress project that aims to understand affordances and inhib...
Although Virtual Reality (VR) has been developed for a while, the last decade has seen a surge in it...
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR sy...
This research explores player experience of virtual reality (VR) games through two stages of study. ...
Abstract—Recent advances in Virtual Reality (VR) technologies have resulted in a wider availability ...
There is currently limited understanding of whether and how different amounts and diversity of virtu...
Based on self-determination theory, the current laboratory experiment investigates how the use of vi...
Video games have the ability to grant engaging, interactive experiences to its players, evoking a wi...
The term immersion has become ubiquitous in descriptions of entertainment activities, including them...
5 pagesEven though virtual reality (VR) shares features with video games, it offers a wider range of...
Background: Physical activity (PA) is associated with a variety of physical and psychosocial health ...
Abstract As virtual reality (VR) continues to develop, it's attracting an increasing number of consu...
Enjoyment has been identified as a central component of the player experience (PX), but various, ove...
Flow is characterized as an autotelic experience where action and awareness merge, there is high con...
As virtual reality (VR) games are getting more widespread, the need to understand the interaction be...
In this paper, we report on a work in progress project that aims to understand affordances and inhib...
Although Virtual Reality (VR) has been developed for a while, the last decade has seen a surge in it...
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR sy...
This research explores player experience of virtual reality (VR) games through two stages of study. ...
Abstract—Recent advances in Virtual Reality (VR) technologies have resulted in a wider availability ...
There is currently limited understanding of whether and how different amounts and diversity of virtu...
Based on self-determination theory, the current laboratory experiment investigates how the use of vi...
Video games have the ability to grant engaging, interactive experiences to its players, evoking a wi...
The term immersion has become ubiquitous in descriptions of entertainment activities, including them...
5 pagesEven though virtual reality (VR) shares features with video games, it offers a wider range of...
Background: Physical activity (PA) is associated with a variety of physical and psychosocial health ...
Abstract As virtual reality (VR) continues to develop, it's attracting an increasing number of consu...
Enjoyment has been identified as a central component of the player experience (PX), but various, ove...
Flow is characterized as an autotelic experience where action and awareness merge, there is high con...
As virtual reality (VR) games are getting more widespread, the need to understand the interaction be...