“VRification”: applying virtual reality to digital games

Wiedemann, Daniel P. O. ORCID logoORCID: https://orcid.org/0000-0001-9053-6471, Passmore, Peter J. ORCID logoORCID: https://orcid.org/0000-0002-5738-6800 and Moar, Magnus ORCID logoORCID: https://orcid.org/0000-0002-9489-9795 (2017) “VRification”: applying virtual reality to digital games. SciFi-It'2017: The International Science Fiction Prototyping Conference. In: SciFi-It'2017: International Science Fiction Prototyping Conference, 10-11 Apr 2017, Bruges, Belgium. ISBN 9789077381977. [Conference or Workshop Item]

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In the following, we discuss the process of applying virtual reality to digital games. We named this process “VRification” and will elaborate on some of its opportunities and issues. Based on a literature survey and professional practice, this work covers several examples of VR games, which were intended as such from the beginning (Job Simulator and Lucky’s Tale) and others, which were ported to VR after their initial release (DOOM VR and LizzE). We conclude that, for VR games, it is essential to be optimized for the full potential of targeted interface technologies. Furthermore, porting former-non-VR games to VR can create successful user experiences, when aiming for the same high standard of optimization, especially regarding simulator sickness.

Item Type: Conference or Workshop Item (Paper)
Research Areas: A. > School of Media and Performing Arts
A. > School of Science and Technology > Computer Science
Item ID: 25249
Notes on copyright: Accepted manuscript reproduced here with permission of EUROSIS. The final published version is published by EUROSIS in the conference proceedings SciFi-It'2017, ISBN 978-9077381-97-7
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Depositing User: Peter Passmore
Date Deposited: 01 Oct 2018 16:40
Last Modified: 29 Nov 2022 20:59
URI: https://eprints.mdx.ac.uk/id/eprint/25249

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