IMMERSIVE ANALYSIS OF VIRTUAL REALITY VERSUS DESKTOP 3D GAMES
Main Objective: The purpose of this research is to investigate virtual reality games designed for educational purposes to determine and understand the factors that make them likable to players. In addition, this research is also to evaluate these findings to uncover special characteristics that may hold the key to success among players. Background problem: Virtual Reality (VR) has become popular in recent years. Therefore, apart from video games, VR is now being used in applications designed for education, fitness, healthcare, etc. to increase the effectiveness of the application. Novelty: In this research, a comparative study was conducted between immersive virtual reality and desktop real-time 3D to determine which game attributes and media are more effective. Research Method: This study uses a quantitative and qualitative data analysis approach collected through mixed methods, conducted on the responses of participants who played both immersive and non-immersive game versions. Finding/Result: The results obtained from quantitative and qualitative data reinforce each other to state that Virtual Reality is better in games or applications that are centered on artistic and immersive content that encourage users to be more emotionally involved. In cases like phobia therapy, where strong affective engagement is a more important function, the Oculus VR headset may be better. However, in the learning area, which is what this particular application is for, Desktop 3D might be better as users tend to be more focused and intellectual when it comes to understanding information in that modality. Conclusion: In future studies, analyzing data from larger populations of both groups may provide accurate insights and we may be able to observe significant differences between Virtual Reality and Desktop 3D as gaming media.
Keywords: Immersive Analysis, Virtual Reality, 3D Desktop Game, Sentiment Analysis