Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play 2015
DOI: 10.1145/2793107.2793117
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Exploring Gameplay Experiences on the Oculus Rift

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Cited by 84 publications
(72 citation statements)
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“…It is a result of sensory mismatch, occurring when the visual system tells the body that is moving whilst the vestibular system tells the body it is stationary (Howarth & Costello, 1997 Tan, Leong, Shen, Dubravs, & Si, 2015). In other similar studies, participants also experienced various degrees of symptoms associated with cybersickness, however it did not take away from their experience and all participants still enjoyed the VR experience Settgast et al, 2016;von Mammen et al, 2016).…”
Section: Adverse Health Effectsmentioning
confidence: 87%
“…It is a result of sensory mismatch, occurring when the visual system tells the body that is moving whilst the vestibular system tells the body it is stationary (Howarth & Costello, 1997 Tan, Leong, Shen, Dubravs, & Si, 2015). In other similar studies, participants also experienced various degrees of symptoms associated with cybersickness, however it did not take away from their experience and all participants still enjoyed the VR experience Settgast et al, 2016;von Mammen et al, 2016).…”
Section: Adverse Health Effectsmentioning
confidence: 87%
“…However, a body of commercial work also has the potential to inform good design. While it is rare for commercial works to be the subject of rigorous empirical evaluations [15], market forces often have a similar effect in highlighting successful design solutions. The effect of 'natural selection' on game design has fed academic theorizing in the field of educational games, for example [2].…”
Section: Systematic Review Of Psvr Titlesmentioning
confidence: 99%
“…There are some common characteristics of immersion, such as cognitive involvement, real-world dissociation, emotional involvement, challenge, and control, which were observed by previous research. [38][39][40] For the purpose of immersion study, based on these characteristics, a well-validated Immersive Experience Questionnaire (IEQ) was created 41 and utilized to conduct user studies. 42,43 Considering that our system is a kind of educational storytelling system FIGURE 14 Average scores for each criterion of the two modes of hand gestures (1-Poor, 2-Fair, 3-Average, 4-Good, and 5-Excellent) FIGURE 13 Mean scores for each criterion of acceptability (1-Poor, 2-Fair, 3-Average, 4-Good, and 5-Excellent) instead of a recreational video game, as well as that the targeting players are young children, part of the questions in IEQ is carefully selected in this user study.…”
Section: Methodsmentioning
confidence: 99%