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Where Is My Head? - Explorations of Second-Person Perspectives Used in VR Games.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Where Is My Head? - Explorations of Second-Person Perspectives Used in VR Games./
Author:
Zhou, Jin.
Description:
1 online resource (43 pages)
Notes:
Source: Masters Abstracts International, Volume: 84-04.
Contained By:
Masters Abstracts International84-04.
Subject:
Design. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29167984click for full text (PQDT)
ISBN:
9798352949689
Where Is My Head? - Explorations of Second-Person Perspectives Used in VR Games.
Zhou, Jin.
Where Is My Head? - Explorations of Second-Person Perspectives Used in VR Games.
- 1 online resource (43 pages)
Source: Masters Abstracts International, Volume: 84-04.
Thesis (M.S.)--Northeastern University, 2022.
Includes bibliographical references
Virtual Reality (VR) games have become a popular area. Studies have proved that compared to non-VR games, VR games have several advantages, including a higher immersion, presence, and quality of enjoyment. Besides, digital games nowadays typically apply first-person and third-person perspectives, while second-person perspectives are rarely used. This research was aimed at studying the second-person perspective in VR games to explore how it can be employed to improve player experience. For this purpose, we designed a second-person perspective-based digital game entitled Where Is My Head? (WIMH) in both VR and PC, where players' views and whom they control were separated. We then experimented to compare the difference in players' experiences between the two versions of this game. Results showed that the VR group performed better in the aspects of meaning and immersion, which resonated with previous studies, while both groups received similar scores in curiosity, mastery, feedback, and challenge. Based on players' think-aloud results and data analysis, this research determined iteration directions for the game, provided suggestions, and proposed possible future works in the field of second-person perspective VR games.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798352949689Subjects--Topical Terms:
518875
Design.
Subjects--Index Terms:
GamingIndex Terms--Genre/Form:
542853
Electronic books.
Where Is My Head? - Explorations of Second-Person Perspectives Used in VR Games.
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Where Is My Head? - Explorations of Second-Person Perspectives Used in VR Games.
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Source: Masters Abstracts International, Volume: 84-04.
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Advisor: Pearce, Celia.
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Includes bibliographical references
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Virtual Reality (VR) games have become a popular area. Studies have proved that compared to non-VR games, VR games have several advantages, including a higher immersion, presence, and quality of enjoyment. Besides, digital games nowadays typically apply first-person and third-person perspectives, while second-person perspectives are rarely used. This research was aimed at studying the second-person perspective in VR games to explore how it can be employed to improve player experience. For this purpose, we designed a second-person perspective-based digital game entitled Where Is My Head? (WIMH) in both VR and PC, where players' views and whom they control were separated. We then experimented to compare the difference in players' experiences between the two versions of this game. Results showed that the VR group performed better in the aspects of meaning and immersion, which resonated with previous studies, while both groups received similar scores in curiosity, mastery, feedback, and challenge. Based on players' think-aloud results and data analysis, this research determined iteration directions for the game, provided suggestions, and proposed possible future works in the field of second-person perspective VR games.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29167984
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click for full text (PQDT)
based on 0 review(s)
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