Abstract
The current paper aims to present the process used for validating a VR game in its two modes: single and co-op. Through the combination of qualitative and quantitative approaches, it was possible to map the users’ initial perceptions, points of improvements, and expectations for the information assessment. Ultimately, it was possible to observe that although both single and co-op modes were introduced to participants, the latter created a greater level of engagement and motivation, increasing the participants’ interest.
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Notes
- 1.
Samsung Gear VR is a virtual reality device developed and manufactured by Samsung in partnership with Oculus.
- 2.
The definition of styles was built based on responses from a previous online study that had 158 respondents from 14 countries, and was focused on gaming preferences and attitudes.
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Acknowledgments
The conception of this essay was the result of the combined efforts from SIDIA’s UX & Design Team and Black River Studios. It is also important to highlight the company’s performance in supporting and promoting research and development for systems that are present in the domestic market’s leading technology products. Our sincere appreciation for all those people involved in the game’s project and related experiments.
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Maciel, F., Miyagawa, T., Melo, P., Souza, M. (2018). Evaluating the UX of a VR Game Using a Mixed Methodology. In: Ahram, T., FalcĂŁo, C. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2017. Advances in Intelligent Systems and Computing, vol 608. Springer, Cham. https://doi.org/10.1007/978-3-319-60639-2_26
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DOI: https://doi.org/10.1007/978-3-319-60639-2_26
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