A survey of challenges and methods for Quality of Experience assessment of interactive VR applications

S Vlahovic, M Suznjevic, L Skorin-Kapov - Journal on Multimodal User …, 2022 - Springer
User acceptance of virtual reality (VR) applications is dependent on multiple aspects, such
as usability, enjoyment, and cybersickness. To fully realize the disruptive potential of VR …

[HTML][HTML] Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial …

VV Abeele, K Spiel, L Nacke, D Johnson… - International Journal of …, 2020 - Elsevier
Abstract Games User Research (GUR) focuses on measuring, analysing and understanding
player experiences to optimise game designs. Hence, GUR experts aim to understand how …

Quantum games and interactive tools for quantum technologies outreach and education

ZC Seskir, P Migdał, C Weidner, A Anupam… - Optical …, 2022 - spiedigitallibrary.org
We provide an extensive overview of a wide range of quantum games and interactive tools
that have been employed by the quantum community in recent years. We present selected …

Acceptance of virtual reality exergames among Chinese older adults

W Xu, HN Liang, K Yu, S Wen… - International Journal of …, 2023 - Taylor & Francis
It is well documented that exergames are enjoyable to play and can significantly improve
older adults' health and well-being. However, there is limited research on exploring factors …

Emotion Design for Video Games: A Framework for Affective Interactivity

M Croissant, G Schofield, C McCall - ACM Games: Research and …, 2023 - dl.acm.org
Emotionally evocative games hold great potential for both industry and our basic
understanding about human affect. The question of how best games elicit and respond to …

Breaking the screen: Interaction across touchscreen boundaries in virtual reality for mobile knowledge workers

V Biener, D Schneider, T Gesslein… - IEEE transactions on …, 2020 - ieeexplore.ieee.org
Virtual Reality (VR) has the potential to transform knowledge work. One advantage of VR
knowledge work is that it allows extending 2D displays into the third dimension, enabling …

miniPXI: Development and validation of an eleven-item measure of the player experience inventory

A Haider, C Harteveld, D Johnson, MV Birk… - Proceedings of the …, 2022 - dl.acm.org
Questionnaires are vital in games user research (GUR) to assess player experience (PX).
However, having too many questions in surveys prevents wider uptake among GUR …

Player-driven game analytics: The case of guild wars 2

J Pfau, M Seif El-Nasr - Proceedings of the 2023 CHI Conference on …, 2023 - dl.acm.org
Video game analytics are widely adopted within academia and industrial development–yet,
the player's perspective is rarely considered as a driving factor, even though vast …

Towards automated video game testing: Still a long way to go

C Politowski, YG Guéhéneuc, F Petrillo - Proceedings of the 6th …, 2022 - dl.acm.org
As the complexity and scope of game development increases, playtesting remains an
essential activity to ensure the quality of video games. Yet, the manual, ad-hoc nature of …

Effect of gameplay uncertainty, display type, and age on virtual reality exergames

W Xu, HN Liang, K Yu, N Baghaei - … of the 2021 CHI Conference on …, 2021 - dl.acm.org
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in
exergames. In this research, we explore the role of uncertainty in exergames and introduce …