Virtual Reality Esports - Understanding Competitive Players' Perceptions of Location Based VR Esports
Selen Turkay, Jessica Formosa, Robert Cuthbert, Sonam Adinolf, Ross Andrew Brown
摘要
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.
问问这篇 Paper
问问你的智能体。
Lune 读过与它相关的顶会 Paper,每个回答都会注明依据哪几篇。
相关 Paper
- Lower is Better? The Effects of Local Latencies on Competitive First-Person Shooter Game PlayersShengmei Liu, Mark Claypool, Atsuo Kuwahara, Jamie Sherman 等CHI 2021 · 被引用 63 次
- Emotion Regulation in eSports Gaming: A Qualitative Study of League of LegendsYubo Kou, Xinning GuiCSCW 2020 · 被引用 82 次
- "Constant Pressure of Having to Perform": Exploring Player Health Concerns in EsportsDaniel Madden, Casper HarteveldCHI 2021 · 被引用 28 次
- Long-Term Effects of User Expertise and Application Design on Collision Anxiety in VR GamesPatrizia Ring, Maic MasuchCHI 2025 · 被引用 3 次
- See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with ToxicitySelen Türkay, Jessica Formosa, Sonam Adinolf, Robert Cuthbert 等CHI 2020 · 被引用 126 次
