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An Empirical Study of Trends of Popular Virtual Reality Games and Their Complaints
IEEE Transactions on Games ( IF 1.7 ) Pub Date : 2021-02-05 , DOI: 10.1109/tg.2021.3057288
Rain Epp , Dayi Lin , Cor-Paul Bezemer

The market for virtual reality (VR) games is growing rapidly and is expected to grow from 3.3 billion in 2018 to 13.7 billion in 2022. Due to the immersive nature of such games and the use of VR headsets, players may have complaints about VR games, which are distinct from those about traditional computer games, and an understanding of those complaints could enable developers to better take advantage of the growing VR market. We conduct an empirical study of 750 popular VR games and 17 635 user reviews on Steam in order to understand trends in VR games and their complaints. We find that the VR games market is maturing. Fewer VR games are released each month, but their quality appears to be improving over time. Most games support multiple headsets and play areas, and support for smaller scale play areas is increasing. Complaints of cybersickness are rare and declining, indicating that players are generally more concerned with other issues. Recently, complaints about game-specific issues have become the most frequent type of complaint, and VR game developers can now focus on these issues and worry less about VR-comfort issues such as cybersickness.

中文翻译:


流行虚拟现实游戏趋势及其投诉的实证研究



虚拟现实(VR)游戏市场正在快速增长,预计将从2018年的33亿增长到2022年的137亿。由于此类游戏的沉浸性以及VR耳机的使用,玩家可能会对VR游戏产生抱怨,这与传统电脑游戏不同,了解这些抱怨可以使开发者更好地利用不断增长的 VR 市场。我们对 750 款热门 VR 游戏和 Steam 上的 17,635 条用户评论进行了实证研究,以了解 VR 游戏的趋势及其投诉。我们发现VR游戏市场正在走向成熟。每个月发布的 VR 游戏越来越少,但它们的质量似乎随着时间的推移而不断提高。大多数游戏支持多个耳机和游戏区域,并且对较小规模游戏区域的支持正在增加。晕机的投诉很少且正在下降,这表明玩家普遍更关心其他问题。最近,针对游戏特定问题的投诉已成为最常见的投诉类型,VR 游戏开发者现在可以专注于这些问题,而不必担心晕眩等 VR 舒适度问题。
更新日期:2021-02-05
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