Toward a Taxonomy of Inventory Systems for Virtual Reality Games
August 09, 2019 Β· Declared Dead Β· π ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
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Authors
Sebastian Cmentowski, Andrey Krekhov, Ann-Marie MΓΌller, Jens KrΓΌger
arXiv ID
1908.03591
Category
cs.HC: Human-Computer Interaction
Citations
5
Venue
ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
Last Checked
4 months ago
Abstract
Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game inventory, which allows players to obtain and carry new tools and items throughout their journey. However, VR imposes additional requirements and challenges that impede the implementation of this important feature and hinder games to unleash their full potential. Our current work focuses on the design space of inventories in VR games. We introduce this sparsely researched topic by constructing a first taxonomy of the underlying design considerations and building blocks. Furthermore, we present three different inventories that were designed using our taxonomy and evaluate them in an early qualitative study. The results underline the importance of our research and reveal promising insights that show the huge potential for VR games.
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