Sensory Stimulation and User Experience of Virtual Reality in Game Design

Authors

  • Wenxi Wu

DOI:

https://doi.org/10.62051/1xezq480

Keywords:

Virtual reality games; Sensory Stimulation; Interaction and User Experience.

Abstract

Virtual reality technology has the characteristics of strong immersion, realistic experience, and rich imagination. Therefore, virtual reality technology has also been applied in many fields. Currently, its main application is in the gaming field.As technology advances, the demand for immersion in virtual reality games by players continues to grow. Simple sensory stimulation and experience cannot meet the practical needs of current players, and the iterative upgrade of virtual reality game design is urgent. In light of this, Starting from the development and current research status of virtual reality games, this study sorts out the key elements of virtual reality game design, explores important design theories and methods, and ultimately explores and summarizes the current design methods of virtual reality games around the improvement of interaction design and user experience. It is hoped that through literature review and summary, it can provide reference and guidance for the future development of virtual reality games.

Downloads

Download data is not yet available.

References

[1] Arnaldi, B., Guitton, P., Moreau, G. Virtual Reality and Augmented Reality: Myths and realities. Translated by Hou Wenjun, Jiang Zhiyang. Beijing: China Machinery Industry Press (2019).

[2] Yildirim, C., Bostan, B., Berkman, M. I. Impact of different immersive techniques on the perceived sense of presence measured via subjective scales. Entertainment Computing, 29 (2019) 117-128.

[3] Zhang Xiaoyan. Research on Interaction Patterns from the Perspective of Virtual Reality. Beijing University of Posts and Telecommunications (2022) 1-100.

[4] Liu Yuan. Research on the Aesthetic Characteristics of Virtual Reality Games. Jiangnan University (2022) 1-85.

[5] Slater, M. A Note on Presence Terminology. Presence Connect, 3(3) (2003) 17-19.

[6] Hu Xiaoqiang. Virtual Reality Technology. Beijing: Beijing University of Posts and Telecommunications Press (2005) 1-250.

[7] Sutherland. The Ultimate Display. Proceedings of the IFIP Congress (1965) 506-508.

[8] Bowman, D. A., Mcmahan, R. P. Virtual Reality: How Much Immersion Is Enough? Computer, 40(7) (2007) 36-43.

[9] Yu Aiqi. Design and Experience Research of Immersive Virtual Reality Psychological Relaxation Games. Harbin Institute of Technology (2016) 1-120.

[10] Heizinha (Netherlands). Gaming People: A Study of Gaming Elements in Culture. Huacheng Publishing House (2007) 1-230.

[11] Glenberg, A. M. Embodiment as a unifying perspective for psychology. Wiley Interdisciplinary Reviews Cognitive Science, 1(4) (2010) 586-596.

[12] Chris Crawford. Chris Crawford on Game Design. Science and Technology of China Press (2004) 1-384.

[13] Grigore C. Burdea, Philippe Coiffet. Virtual Reality Technology. Translated by Wei Yingmei, Luan Xidao, et al. Beijing: Electronics Industry Press (2005) 1-464.

Downloads

Published

25-11-2024

How to Cite

Wu, W. (2024) “Sensory Stimulation and User Experience of Virtual Reality in Game Design”, Transactions on Computer Science and Intelligent Systems Research, 7, pp. 242–246. doi:10.62051/1xezq480.