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Effectiveness of virtual reality in gamers versus non-gamers

机译:游戏玩家与非游戏玩家的虚拟现实效果

摘要

In 2013, a new generation of consumer virtual reality systems began to be developed and marketed towards people with experience playing 3D video games. Since then, the consumer virtual reality market has increased dramatically with many virtual reality devices and pieces of software being available on the market today with garners still being a focus of much of the market. While a lot of research has gone into virtual reality over the years, little of it has focused on whether or not garners experience virtual reality in a different way than people without experience playing video games. This paper explores research that has been conducted on virtual reality through this lens and asserts that more experimental research should be conducted with virtual reality's effectiveness with garners and non-garners as this may dramatically influence the direction of virtual reality hardware and software in the coming years.
机译:2013年,新一代的消费者虚拟现实系统开始开发并面向有玩3D视频游戏经验的人们销售。从那时起,消费者虚拟现实市场急剧增长,当今市场上有许多虚拟现实设备和软件可供使用,而加纳市场仍是许多市场的焦点。尽管多年来对虚拟现实进行了大量研究,但很少有研究集中于获得者是否会以与没有玩电子游戏经验的人们不同的方式体验虚拟现实。本文探讨了通过这种视角对虚拟现实进行的研究,并断言应该在获得加纳和非加纳的情况下进行更多具有虚拟现实有效性的实验研究,因为这可能会极大地影响未来几年虚拟现实硬件和软件的发展方向。

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    Thiebaut Chase;

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