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Some Key Aspects Do Make VR Games More Immersive than Traditional Video Games

aut.embargoNo
aut.thirdpc.containsNo
aut.thirdpc.permissionNo
aut.thirdpc.removedNo
dc.contributor.advisorMorrison, Ann
dc.contributor.advisorMarks, Stefan
dc.contributor.authorWang, Haowei
dc.date.accessioned2023-10-31T01:30:53Z
dc.date.available2023-10-31T01:30:53Z
dc.date.issued2023
dc.description.abstractVirtual reality (VR) devices have emerged as promising platforms with the potential to revolutionise the next generation of educational and entertainment applications. This thesis investigated which interactive and visual aspects of VR games contributed to enhanced immersion as compared to traditional video games. This study drew upon some empirical evidence from the literature and the results of two experiments. Experiment One featured collecting subjective feedback by comparing the differences between three different VR scenes. In contrast, Experiment Two compared the experiences of participants in the VR and computer versions of the same game. Both experiments yielded valuable insights, highlighting the benefits of highly detailed virtual environment scenes for enhanced immersion. Additionally, both experiments demonstrated that VR games offered a larger field of view than traditional computer games, and thus enabled an even more immersive three-dimensional interaction for players involved in the game. These findings contributed significantly to the understanding of how VR technology enhances the gaming experience. By examining empirical evidence and experimental results, this research sought to explore the unique features of VR games that offered unrivalled levels of engagement in a virtual environment as opposed to their counterparts. The study emphasised the three dimensions of interaction, field of view and immersion, to showcase the potential of VR in providing superior engagement and immersive experiences that were superior to traditional video games. It was crucial to investigate the potential of VR games to create unrivalled levels of engagement.
dc.identifier.urihttp://hdl.handle.net/10292/16845
dc.language.isoen
dc.publisherAuckland University of Technology
dc.rights.accessrightsOpenAccess
dc.subjectVirtual Reality
dc.subjectVideo game
dc.subjectInteraction
dc.subjectField of View
dc.subjectImmersion
dc.titleSome Key Aspects Do Make VR Games More Immersive than Traditional Video Games
dc.typeThesis
thesis.degree.grantorAuckland University of Technology
thesis.degree.nameMaster of Creative Technologies

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