Solving lesser-known design flaws in virtual reality games
Fagerholm, Kit Reine (2024)
Fagerholm, Kit Reine
2024
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024121937698
https://urn.fi/URN:NBN:fi:amk-2024121937698
Tiivistelmä
Many popular Virtual Reality (VR) games feature design flaws that can hinder user immersion, such as visual depth issues, lack of interactivity, and poor user interfaces (UI). Despite their widespread impact on both new and existing VR titles, there is a lack of comprehensive knowledge regarding these challenges.
The objective of this thesis was to identify and analyze lesser-known design flaws in VR games, explore their causes, and propose solutions or workarounds. Although the focus was on VR games, the findings are applicable to all VR experiences due to the nature of the medium. The design flaws were identified and addressed during the development of the author’s VR title Rogue Construct, which began in early 2023. This study aims to share these solutions to enhance the VR user experience.
A trial-and-error approach combined with playtesting was used, alongside a VR experiment involving participants with varying levels of VR experience. The experiment focused on recognizing cuboids under different visual conditions, distinguishing assets of varying quality, and gathering feedback on depth perception.
This thesis provides valuable insights for both new and experienced VR developers, offering practical solutions for creating more immersive and higher-quality VR experiences.
The objective of this thesis was to identify and analyze lesser-known design flaws in VR games, explore their causes, and propose solutions or workarounds. Although the focus was on VR games, the findings are applicable to all VR experiences due to the nature of the medium. The design flaws were identified and addressed during the development of the author’s VR title Rogue Construct, which began in early 2023. This study aims to share these solutions to enhance the VR user experience.
A trial-and-error approach combined with playtesting was used, alongside a VR experiment involving participants with varying levels of VR experience. The experiment focused on recognizing cuboids under different visual conditions, distinguishing assets of varying quality, and gathering feedback on depth perception.
This thesis provides valuable insights for both new and experienced VR developers, offering practical solutions for creating more immersive and higher-quality VR experiences.