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.
Originalsprog | Engelsk |
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Titel | CHI PLAY 2022 - Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play |
Antal sider | 7 |
Forlag | Association for Computing Machinery |
Publikationsdato | 2 nov. 2022 |
Sider | 221-227 |
ISBN (Elektronisk) | 9781450392112 |
DOI | |
Status | Udgivet - 2 nov. 2022 |
Begivenhed | 9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022 - Bremen, Tyskland Varighed: 2 nov. 2022 → 5 nov. 2022 |
Konference
Konference | 9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022 |
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Land/Område | Tyskland |
By | Bremen |
Periode | 02/11/2022 → 05/11/2022 |
Sponsor | ACM SIGCHI |
Bibliografisk note
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