Toward a Taxonomy of Inventory Systems for Virtual Reality Games

Fuente: arXiv
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Autori principali: Cmentowski, Sebastian, Krekhov, Andrey, Müller, Ann-Marie, Krüger, Jens
Natura: Preprint
Pubblicazione: 2019
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author Cmentowski, Sebastian
Krekhov, Andrey
Müller, Ann-Marie
Krüger, Jens
author_facet Cmentowski, Sebastian
Krekhov, Andrey
Müller, Ann-Marie
Krüger, Jens
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_1908_03591
institution arXiv
publishDate 2019
record_format arxiv
spellingShingle Toward a Taxonomy of Inventory Systems for Virtual Reality Games
Cmentowski, Sebastian
Krekhov, Andrey
Müller, Ann-Marie
Krüger, Jens
Human-Computer Interaction
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.
title Toward a Taxonomy of Inventory Systems for Virtual Reality Games
topic Human-Computer Interaction
url https://arxiv.org/abs/1908.03591