With the increasing availability of modern virtual reality (VR) headsets, the use and applications of VR technology for gaming purposes have become more pervasive than ever. Despite the growing popularity of VR gaming, user studies into how it might affect the player experience (PX) during the gameplay are scarce. Accordingly, the current study investigated the effects of VR gaming and game genre on PX. We compared PX metrics for two game genres, strategy (more interactive) and racing (less interactive), across two gaming platforms, VR and traditional desktop gaming. Participants were randomly assigned to one of the gaming platforms, played both a strategy and racing game on their corresponding platform, and provided PX ratings. Results revealed that, regardless of the game genre, participants in the VR gaming condition experienced a greater level of sense of presence than did those in the desktop gaming condition. That said, results showed that the two gaming platforms did not significantly differ from one another in PX ratings. As for the effect of game genre, participants provided greater PX ratings for the strategy game than for the racing game, regardless of whether the game was played on a VR headset or desktop computer. Collectively, these results indicate that although VR gaming affords a greater sense of presence in the game environment, this increase in presence does not seem to translate into a more satisfactory PX when playing either a strategy or racing game.
翻译:随着现代虚拟现实(VR)头戴耳机的日益普及,VR游戏技术用于游戏目的的使用和应用比以往更加普遍。尽管VR游戏越来越受欢迎,但用户研究游戏游戏期间对玩家体验(PX)有何影响却很少。因此,当前研究调查了VR游戏和游戏在PX游戏上的方式的影响。我们比较了两个游戏类型、战略(更多互动)和比赛(较少互动)的PX指标,横跨两个游戏平台、VR和传统的桌面游戏。尽管VR游戏越来越受欢迎,参与者被随机分配给其中一个游戏平台,在相应的平台上玩战略和赛跑游戏,并提供了PX评级。结果显示,不管游戏的游戏类型如何,VR赌场的参与者比桌面游戏状态的参与者的满意度要高。说,在PX比赛中,两个游戏平台与PX评分的差别并不大,因为游戏类型的影响是游戏的游戏类型,而不管游戏的游戏的游戏类型是多少个游戏的游戏,还是多少个游戏的游戏的游戏的游戏场级都显示,PX在游戏场场场场中的排名。