Exploring virtual reality mechanics in puzzle design

dc.contributor.authorNyyssönen Taneli
dc.contributor.authorSmed Jouni
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.converis.publication-id50916939
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/50916939
dc.date.accessioned2022-10-28T14:16:27Z
dc.date.available2022-10-28T14:16:27Z
dc.description.abstract<p>We explore practical implementations of various custom virtual reality mechanics, developed specifically for this study, in the context of puzzle game design with an experimental approach. These mechanics include swimming, crawling, climbing, and hiding objects in virtual spaces. Each mechanic has two different variations: realistic and game-like, and the main goal is to test which variation is more enjoyable to use.<br>Convenience sampling is used in the study and the sample size is 22 volunteers. Both qualitative and quantitative data are collected. The data collection methods used are questionnaire and observation. The enjoyability of the mechanics is evaluated based on four different aspects: perceived realism, personal traits and abilities of the testing sample, the testing order, and perceived difficulty. A special interest is to observe whether real-life skills corresponding to the studied mechanics affect the enjoyment and performance levels in the respective mechanics. <br>The more realistic mechanics turn out to be more enjoyable by a significant margin, suggesting that they should be utilised in the future. Additionally, the real-life diving and swimming skills, puzzle variation testing order, previous gaming experience, and testers' familiarity with the testing supervisor are identified to have a clear impact on the enjoyment levels. <br><br></p>
dc.format.pagerange65
dc.format.pagerange87
dc.identifier.eissn2052-773X
dc.identifier.jour-issn2052-773X
dc.identifier.olddbid187308
dc.identifier.oldhandle10024/170402
dc.identifier.urihttps://www.utupub.fi/handle/11111/39542
dc.identifier.urlhttps://link.springer.com/article/10.1007/s40869-020-00120-6
dc.identifier.urnURN:NBN:fi-fe2021042825865
dc.language.isoen
dc.okm.affiliatedauthorNyyssönen, Taneli
dc.okm.affiliatedauthorSmed, Jouni
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherSpringer
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.doi10.1007/s40869-020-00120-6
dc.relation.ispartofjournalThe Computer Games Journal
dc.relation.volume10
dc.source.identifierhttps://www.utupub.fi/handle/10024/170402
dc.titleExploring virtual reality mechanics in puzzle design
dc.year.issued2021

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