Proceedings of the 18th ACM Symposium on Virtual Reality Software and Technology 2012
DOI: 10.1145/2407336.2407378
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Are immerrsive FPS games enjoyable?

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Cited by 3 publications
(6 citation statements)
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“…One trait that seems consistent among the different studies is that people often seem to yield the highest enjoyment from the most immersive experiences, especially in HMD type of displays [15], [16], [20]- [24]. This is the case even though HMDs tend to cause nausea and other kinds of simulator sickness afflictions [18], [22].…”
Section: D/3d Views In Vrmentioning
confidence: 75%
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“…One trait that seems consistent among the different studies is that people often seem to yield the highest enjoyment from the most immersive experiences, especially in HMD type of displays [15], [16], [20]- [24]. This is the case even though HMDs tend to cause nausea and other kinds of simulator sickness afflictions [18], [22].…”
Section: D/3d Views In Vrmentioning
confidence: 75%
“…Playability and immersion can be affected by how the VR environment is controlled [12]- [14]. Nevertheless, we must note that research shows that immersive technologies can hinder performance when compared to a traditional setup (i.e., monitor, keyboard, and mouse) [15], [16]. From these studies, it is not clear if it is the keyboard and mouse combination as the input control responsible for the positive results.…”
Section: Introductionmentioning
confidence: 99%
“…Tien Tan et al [32] found that a VR version of Half-Life 2 promoted higher immersion than a desktop 3D version of the game. As a final example, two studies by Lugrin et al [33,34] compared performance and enjoyment in a VR and desktop 3D versions of Unreal Tournament, and showed that the VR version was superior for these variables.…”
Section: Vr Games and Immersionmentioning
confidence: 99%
“…Online video content immersion can be interrupted by a number of factors such as low buffering ratio, low bitrate, or poor join time. Lugrin and Charles [Lugrinn et al 2012] note that in an immersive interactive environment, users report a higher level of engagement despite any negative complications that may arise from using VR technology. Though some users reported mild feelings of disorientation, they adapted to their new environment and took advantage of the large field of view.…”
Section: Immersionmentioning
confidence: 99%
“…Lang [Lang 1995] investigates the linear relationship between GSR and arousal. Hazlett [Lugrinn et al 2012] uses facial electromyography as a measure for emotional valence with subjects playing a car racing game. Recent work by Craveirinha and Roque [Craveirinha and Roque 2010] challenges the traditional fun-focused model of game design in that it may be limiting the emotional depth.…”
Section: Physiological Activity As a Proxy For Emotional Responsementioning
confidence: 99%