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arXiv 1908.03591cs.HC
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面向虚拟现实游戏物品栏系统的分类体系研究

Toward a Taxonomy of Inventory Systems for Virtual Reality Games

Sebastian Cmentowski, Andrey Krekhov, Ann-Marie Müller, Jens Krüger

AI总结:

针对VR游戏物品栏功能实现受限的问题,构建了首个VR游戏物品栏设计考量与模块的分类体系,基于该体系设计三款物品栏并经定性研究验证,展现VR游戏发展潜力。

摘要:

虚拟现实(VR)游戏正逐渐变得更精致、功能更丰富,但尚未达到传统数字游戏的复杂度。游戏内物品栏是用于拓展和组织复杂玩法的常见功能,可让玩家在游戏过程中获取并携带新工具与物品。然而VR带来了额外的要求与挑战,阻碍了这一重要功能的实现,也限制了游戏充分发挥其潜力。本研究聚焦VR游戏中物品栏的设计空间,通过构建首个关于底层设计考量与构成模块的分类体系,引入这一研究较少的主题。此外,我们展示了三个基于该分类体系设计的不同物品栏,并在早期定性研究中对其进行评估。结果凸显了本研究的重要性,也揭示了颇具前景的洞见,展现出VR游戏的巨大潜力。

英文摘要:

Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game inventory, which allows players to obtain and carry new tools and items throughout their journey. However, VR imposes additional requirements and challenges that impede the implementation of this important feature and hinder games to unleash their full potential. Our current work focuses on the design space of inventories in VR games. We introduce this sparsely researched topic by constructing a first taxonomy of the underlying design considerations and building blocks. Furthermore, we present three different inventories that were designed using our taxonomy and evaluate them in an early qualitative study. The results underline the importance of our research and reveal promising insights that show the huge potential for VR games.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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