Player Experience, Gaming and Virtual Reality Technologies

Detalhes bibliográficos
Autor(a) principal: Gouveia, Patrícia
Data de Publicação: 2018
Outros Autores: Martel, Paulo
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34627/rcc.v12iEspecial.12
Resumo: This paper uses a communication sciences methodological approach (arts-based research1) in the way it combines speculative thinking, game design and game theory to the interpretation and future use of new gaming devices and software for Virtual Reality game and play experiences. Starting with the following research questions: Is it possible to combine game engines and virtual reality HMD’s to enhance presence? Can these peripheral devices sometimes ruin the gaming experience? The aim of this article is to generate and disseminate knowledge in the game design field, in general, and in the use of new devices applied to game and play environments, in particular.
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spelling Player Experience, Gaming and Virtual Reality TechnologiesThis paper uses a communication sciences methodological approach (arts-based research1) in the way it combines speculative thinking, game design and game theory to the interpretation and future use of new gaming devices and software for Virtual Reality game and play experiences. Starting with the following research questions: Is it possible to combine game engines and virtual reality HMD’s to enhance presence? Can these peripheral devices sometimes ruin the gaming experience? The aim of this article is to generate and disseminate knowledge in the game design field, in general, and in the use of new devices applied to game and play environments, in particular.Universidade Aberta2018-03-15info:eu-repo/semantics/articleinfo:eu-repo/semantics/otherinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://doi.org/10.34627/rcc.v12iEspecial.12oai:ojs2.journals.uab.pt:article/12Revista de Ciências da Computação; v. 12 n. Especial (2017)2182-18011646-633010.34627/rcc.v12iEspecialreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://journals.uab.pt/index.php/rcc/article/view/12https://doi.org/10.34627/rcc.v12iEspecial.12https://journals.uab.pt/index.php/rcc/article/view/12/12Direitos de Autor (c) 2017 Universidade Abertahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessGouveia, PatríciaMartel, Paulo2022-10-25T11:31:49ZPortal AgregadorONG
dc.title.none.fl_str_mv Player Experience, Gaming and Virtual Reality Technologies
title Player Experience, Gaming and Virtual Reality Technologies
spellingShingle Player Experience, Gaming and Virtual Reality Technologies
Gouveia, Patrícia
title_short Player Experience, Gaming and Virtual Reality Technologies
title_full Player Experience, Gaming and Virtual Reality Technologies
title_fullStr Player Experience, Gaming and Virtual Reality Technologies
title_full_unstemmed Player Experience, Gaming and Virtual Reality Technologies
title_sort Player Experience, Gaming and Virtual Reality Technologies
author Gouveia, Patrícia
author_facet Gouveia, Patrícia
Martel, Paulo
author_role author
author2 Martel, Paulo
author2_role author
dc.contributor.author.fl_str_mv Gouveia, Patrícia
Martel, Paulo
description This paper uses a communication sciences methodological approach (arts-based research1) in the way it combines speculative thinking, game design and game theory to the interpretation and future use of new gaming devices and software for Virtual Reality game and play experiences. Starting with the following research questions: Is it possible to combine game engines and virtual reality HMD’s to enhance presence? Can these peripheral devices sometimes ruin the gaming experience? The aim of this article is to generate and disseminate knowledge in the game design field, in general, and in the use of new devices applied to game and play environments, in particular.
publishDate 2018
dc.date.none.fl_str_mv 2018-03-15
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identifier_str_mv oai:ojs2.journals.uab.pt:article/12
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://journals.uab.pt/index.php/rcc/article/view/12
https://doi.org/10.34627/rcc.v12iEspecial.12
https://journals.uab.pt/index.php/rcc/article/view/12/12
dc.rights.driver.fl_str_mv Direitos de Autor (c) 2017 Universidade Aberta
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Direitos de Autor (c) 2017 Universidade Aberta
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
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dc.publisher.none.fl_str_mv Universidade Aberta
publisher.none.fl_str_mv Universidade Aberta
dc.source.none.fl_str_mv Revista de Ciências da Computação; v. 12 n. Especial (2017)
2182-1801
1646-6330
10.34627/rcc.v12iEspecial
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