Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives

要旨

The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly unimportant for the overall impression. In VR, the immersive full-body interaction is a crucial part of the player experience. Hence, content creators, such as streamers, often rely on green screens or similar solutions to offer a mixed-reality third-person view to disclose their full-body actions. Our work compares the most popular realizations of the first-person and the third-person perspective in an online survey (N = 217) with three different VR games. Contrary to the current trend to stream in third-person, our key result is that most viewers prefer the first-person version, which they attribute mostly to the better focus on in-game actions and higher involvement. Based on the study insights, we provide design recommendations for both perspectives.

著者
Katharina Emmerich
University of Duisburg-Essen, Duisburg, NRW, Germany
Andrey Krekhov
University of Duisburg-Essen, Duisburg, NRW, Germany
Sebastian Cmentowski
University of Duisburg-Essen, Duisburg, NRW, Germany
Jens Krueger
University of Duisburg-Essen, Duisburg, NRW, Germany
DOI

10.1145/3411764.3445515

論文URL

https://doi.org/10.1145/3411764.3445515

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: Virtual Reality, Embodied Experiences, Toxicity

[A] Paper Room 06, 2021-05-11 17:00:00~2021-05-11 19:00:00 / [B] Paper Room 06, 2021-05-12 01:00:00~2021-05-12 03:00:00 / [C] Paper Room 06, 2021-05-12 09:00:00~2021-05-12 11:00:00
Paper Room 06
12 件の発表
2021-05-11 17:00:00
2021-05-11 19:00:00
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