Virtual Reality Esports - Understanding Competitive Players' Perceptions of Location Based VR Esports

要旨

Competitive VR gaming has emerged as a new trend in recent years, due to the availability of consumer grade VR technologies and the rise of esports as a billion dollar industry. Despite the considerable attention to competitive VR gaming, there is a lack of research on attitudes and experiences that players have with these games. In this qualitative study with a pre-post interview design, we recruited eight competitive Counter-Strike: Global Offensive players from a university esports club. We aimed to understand their attitudes towards VR esports and their experiences playing a representative location based VR esports game. Findings showed that players had visceral and positive affective experiences in the game, such as how players map physical movements to the game. These findings can help design future competitive VR esports, while also further contributing to HCI as the first exploration on player experiences with VR esports, laying groundwork for future studies.

著者
Selen Turkay
QUT, Brisbane, Australia
Jessica Formosa
Queensland University of Technology, Brisbane, QLD, Australia
Robert Cuthbert
Queensland University of Technology, Brisbane, QLD, Australia
Sonam Adinolf
Queensland University of Technology, Brisbane, QLD, Australia
Ross Andrew. Brown
QUT, Brisbane, Qld, Australia
DOI

10.1145/3411764.3445073

論文URL

https://doi.org/10.1145/3411764.3445073

動画

会議: CHI 2021

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2021.acm.org/)

セッション: eSports, Streaming, Social Play

[A] Paper Room 06, 2021-05-10 17:00:00~2021-05-10 19:00:00 / [B] Paper Room 06, 2021-05-11 01:00:00~2021-05-11 03:00:00 / [C] Paper Room 06, 2021-05-11 09:00:00~2021-05-11 11:00:00
Paper Room 06
12 件の発表
2021-05-10 17:00:00
2021-05-10 19:00:00
日本語まとめ
読み込み中…