The Role of Guidance Techniques on the Player Experience in Virtual Reality Games
Master thesis
View/ Open
Date
2024-06-03Metadata
Show full item recordCollections
- Master theses [247]
Abstract
How the player is guided through the video game, through guidance techniques, such as tutorials andhighlighting of important objects (i.e., visual salience), can influence their experience. Establishing theeffect of these guidance techniques, particularly for a developing medium such as virtual reality (VR), isnecessary to understand how they might influence player experience. In addition, to investigate how theyshould be designed and when they should be introduced, to provide the most fruitful player experience.Throughout this study, a VR horror-adventure game which captures the most common interfaces iscreated. The game is tested (n = 12) with both experts and novices of VR, evaluating both the objectivityand subjectivity of these interfaces through multiple methods. Providing both quantitative and qualitativedata to compare the effect these interfaces have on the player experience. Results from the study indicatethe efficiency of tutorials are influenced by when and how it’s introduced, in addition to its positioningand duration. Tutorials should be introduced in an interactive sequence, which clearly depicts the actionin question, highlighted on the controller itself. Furthermore, tutorials should stay close to the center ofthe player’s screen, whilst not being removed until the player has performed the specified action. Resultsindicate that visual salience, represented through a blue glow, drew the player’s attention, whilst notdisturbing the immersion and experience. In addition, improving the player experience by preventingnegative emotions, such as frustration. Overall, the findings highlight that guidance techniques improvedthe player experience, regardless of experience with VR.
Publisher
The University of BergenCopyright
Copyright the Author. All rights reservedRelated items
Showing items related by title, author, creator and subject.
-
Omvendt undervisning i matematikk. En kvalitativ studie av hvordan elevene benytter seg av video komponenten av omvendt undervisning. Hva sier en slik bruk av video om fordeler og ulemper med omvendt undervisning.
Indrebø, Lena (Master thesis, 2017-07-26)Da jeg bestemte meg for å skrive masteroppgave i matematikkdidaktikk tenkte jeg da at omvendt undervisning ville være et spennende tema. Problemstillingen min ble som følger: Hvordan benytter elevene seg av video i forbindelse ... -
Fra video til vurdering. En kvalitativ studie av idrettslæreres bruk av video i forbindelse med formativ vurdering
Mong, Jarle (Master thesis, 2014-11-06)The aim for this master thesis is to investigate how video can promote formative assessement in sportsstudies in upper secondary schools. The methodological approach of this research is qualitative, with semi-structured ... -
Digital filmdistribusjon: en studie av den norske kinodigitaliseringen og video on demand
Osmundsen, Espen (Master thesis, 2010-06-01)Hvordan forholder filmbransjen seg til ny distribusjonsteknologi, og hvordan vil ulike prosesser forme utfallet en gitt i bransjen vil få? Dette er studie av to pågående teknologiske prosesser: Digitalisering av norske ...