SYDE Graduate Seminar - Exploring How Shifting between Physical and Virtual Reality Influences Player Experience and Game Design in VR Games
Presenter
Lakshmi Vinoj, MASc candidate in Systems Design Engineering
Abstract
Cross-reality refers to the ability of users to transition between multiple realities. These transitions range from the real environment to a virtual environment, as well as environments in between that contain a mix of real and virtual elements. Users access these virtual and mixed environments using head-mounted displays. These devices provide users with high resolution, wide field of view, real-time tracking, and embodied interaction capabilities, resulting in immersive and unique experiences during virtual reality gameplay. Due to this, there is an abundance of research on virtual and mixed reality gaming using head-mounted displays. Current research applies the concept of transitioning between realities in educational games and workplace applications; however, relatively little research has examined games that enable interactions across multiple realities within these devices purely for entertainment purposes.
This thesis addresses this gap through two studies. Study 1 (N = 15) investigated players’ preferred interaction techniques for viewing and interacting across physical and virtual realities. Four techniques were evaluated: Transparency, Window, Eraser, and Flashlight. These techniques were implemented across three conditions, depending on whether the player starts in a virtual or a real reality and transitions to the other: virtuality-to-virtuality, virtuality-to-reality, and reality-to-virtuality. The study identified participants’ preferences for each technique, the factors that influenced their favourability, and potential gaming applications for each technique. Based on participants’ suggestions and the findings of Study 1, Study 2 (N=25) used the Flashlight technique in an escape room across four conditions: pure-virtuality, virtuality-to-virtuality, virtuality-to-reality, and reality-to-virtuality. Pure virtuality was used as the baseline condition.
Study 2 results showed that players’ enjoyment of the game did not differ significantly across the four conditions. Players experienced greater presence and lower workloads when more of the gameplay occurred in the virtual world. The qualitative results showed that: (1) the design of the physical environment directly affects the player experience; (2) hints should guide players seamlessly across both realities; (3) the relationship between the realities should feel cohesive; (4) the game should incorporate appropriate difficulty levels; and (5) the potential of the virtual environment should be more fully utilized. Together, these studies contribute an understanding of how players experience different cross-reality interaction techniques and gaming conditions, as well as design considerations for developing more cohesive, intuitive, and engaging cross-reality games.
Join virtually via Teams or in-person in EC1-1237 (Games Institute).
This seminar counts towards the graduate student seminar attendance milestone!