Save the Yummy Candyland: An Asymmetric Virtual Reality Game

Emilie Maria Nybo Arendttorp, Heike Winschiers-Theophilus, Helvi Itenge, Milo Marsfeldt Skovfoged

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

6 Citationer (Scopus)

Abstract

This preliminary study explored how to make otherwise passive bystanders into an integral part of a virtual reality (VR) experience using asymmetric game design. We present a fully implemented collaborative VR game, co-designed by Namibian school children. The team needs to solve puzzles, whereby one player, using a VR headset, enters the digital world of Candyland, communicating with the other teammates, who are using a printed puzzle book. Ten Namibian school children, split into three groups, evaluated the game. Both the children inside and outside of VR were excited and eager to play the game through, despite the game being too complex, with too little feedback and a number of design issues, which required much guidance from the researchers.

OriginalsprogEngelsk
TitelCHI PLAY 2022 - Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
Antal sider7
ForlagAssociation for Computing Machinery
Publikationsdato2 nov. 2022
Sider221-227
ISBN (Elektronisk)9781450392112
DOI
StatusUdgivet - 2 nov. 2022
Begivenhed9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022 - Bremen, Tyskland
Varighed: 2 nov. 20225 nov. 2022

Konference

Konference9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022
Land/OmrådeTyskland
ByBremen
Periode02/11/202205/11/2022
SponsorACM SIGCHI

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