Gameworld Interfaces: How can the interface be adapted to the interaction modality when gaming in VR and on PC
Master thesis

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Date
2024-12-02Metadata
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- Master theses [254]
Abstract
This study explores the differences in user needs when gaming on different devices. Inthis context, a "Research through Design" process is utilized.After summarizing related research and defining the differences between the game-world and virtual interface, an efficient method is presented to categorize different typesof game interfaces. A spectrum between a pure gameworld interface and an abstractinterface is introduced. Between the two extremes, every ratio of the gameworld andthe virtual interface is represented. On this spectrum, every video game can be placedto categorize the type of interface the game uses.The advantages of two specific interface types are explored. These are brought into thecontext of two input and output devices. In this case, gaming on a personal computer(PC) and an head-mounted display (HMD) is contemplated. Based on the advantagesof the two devices, a puzzle game prototype is developed to be played in virtual reality(VR) and on a PC. The game’s fundamental mechanics involve interacting with ob-jects, which can change their physical material. This gives them unique abilities, likeenhanced bounciness or a formable body. This prototype then undergoes an observa-tional study with a follow-up user interview. The results are analyzed and compared toeach device’s advantages.It is shown that a pure gameworld interface is more suitable for a VR game than a PCgame, but a virtual interface is beneficial for both devices.In the end, an updated interface for the prototype is proposed, which serves as a basisfor a potential second iteration of the "Research through Design" process.