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User experience for serious games in...
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Kojić, Tanja.
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User experience for serious games in virtual reality
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
User experience for serious games in virtual reality/ by Tanja Kojić.
作者:
Kojić, Tanja.
出版者:
Cham :Springer Nature Switzerland : : 2025.,
面頁冊數:
xiv, 168 p. :ill., digital ;24 cm.
內容註:
Chapter 1. Introduction -- Chapter 2. Related Work -- Chapter 3. Methods -- Chapter 4. System IF -- Chapter 5. Content IF -- Chapter 6. Context IF -- Chapter 7. Human IF -- Chapter 8. Conclusion and Outlook.
Contained By:
Springer Nature eBook
標題:
Virtual reality. -
電子資源:
https://doi.org/10.1007/978-3-031-75530-9
ISBN:
9783031755309
User experience for serious games in virtual reality
Kojić, Tanja.
User experience for serious games in virtual reality
[electronic resource] /by Tanja Kojić. - Cham :Springer Nature Switzerland :2025. - xiv, 168 p. :ill., digital ;24 cm. - T-labs series in telecommunication services,2192-2829. - T-labs series in telecommunication services..
Chapter 1. Introduction -- Chapter 2. Related Work -- Chapter 3. Methods -- Chapter 4. System IF -- Chapter 5. Content IF -- Chapter 6. Context IF -- Chapter 7. Human IF -- Chapter 8. Conclusion and Outlook.
The book presents research in understanding how to make Virtual Reality (VR) applications more enjoyable and realistic. The author studies this in relation not just to VR games for entertainment, but also for other applications such as serious games, which are used for education and training. To make VR games better, the work examines topics like the content in the game, the context in which it's played, and human factors like one's age, and previous experience with VR. By understanding these factors, the author creates guidelines to make VR games more engaging and user-friendly. The primary purpose of this work is to evaluate and identify different influences on User Experience (UX) for VR serious games, intending to narrow the research gap between Influencing Factors (IFs), UX, and design guidelines for VR serious games. With eight user studies and five different VR serious games developed, different influences and links between those factors and UX components are investigated. Examines the latest in virtual reality technology and how it can be made more enjoyable and realistic; Presents eight user studies and real-world examples, providing an analysis of the elements that influence UX in VR; Provides ready-to-use design recommendations, with suggestions for VR game development, design, and application.
ISBN: 9783031755309
Standard No.: 10.1007/978-3-031-75530-9doiSubjects--Topical Terms:
527460
Virtual reality.
LC Class. No.: QA76.9.A94 / K655 2025
Dewey Class. No.: 006.8
User experience for serious games in virtual reality
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