Exploring gameplay experiences on the oculus rift

Compared to previous head-mounted displays, the compact and low-cost Oculus Rift has claimed to offer improved virtual reality experiences. However, how and what kinds of user experiences are encountered by people when using the Rift in actual gameplay has not been examined. We present an exploration of 10 participants' experiences of playing a first-person shooter game using the Rift. Despite cybersickness and a lack of control, participants experienced heightened experiences, a richer engagement with passive game elements, a higher degree of flow and a deeper immersion on the Rift than on a desktop setup. Overly demanding movements, such as the large range of head motion required to navigate the game environment were found to adversely affect gaming experiences. Based on these and other findings, we also present some insights for designing games for the Rift.

Author: 
Chek Tien Tan
Tuck Wah Leong
Songjia Shen
Christopher Dubravs
Chen Si
Presented At: 
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, pp. 253-263. ACM
Year: 
2015
Type: 
Conference Proceedings