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The False Utopia of VR Gaming: The Mind and Body Under VR Video Games

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Design, User Experience, and Usability (HCII 2023)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 14032))

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Abstract

The proliferation of virtual reality (VR) video games has revolutionised the gaming industry and is expected to have at least 20% growth in the next couple of years. The success of VR games urged different game developer to focus on the development of VR technology and thus lead to a rapid advancement of the technology. While the technology of VR is being improved and become widely distributed, it is high time to look at how the players would be affected by immersing in VR games. The essay argues that VR games affect not only the body but also the mind of players, lead to a rise in new ethical issues that requires an alternative way to look VR video games, and eventually affect the relationship between players and the reality. This essay will investigate the psychological and physical impacts from long term immersion of VR games, then the essay will discuss how such impacts change the perception of players’ themselves and the real world that leads to a series of ethical issues. This essay will concluded by say that no form of media are entirely free of agenda, neither is VR which seemingly blurred the sense of human being and create an illusion of utopia.

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Notes

  1. 1.

    The codename “Project Morpheus” was later renamed to “PlayStation VR” in 2015. Such change indicates the shift in how the developer perceived VR technology: Morpheus is a name derived from the Greek myth and represent a god who controls sleep and dreams. By replacing dreams with reality, PlayStation seemed to assure the players that they are experiencing an alternative reality instead of a false one.

  2. 2.

    PlayStation VR, Google Cardboard, Oculus Rift, and Samsung Gear VR are examples of head-mounted display.

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Correspondence to Shuo Liu .

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© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

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Liu, S. (2023). The False Utopia of VR Gaming: The Mind and Body Under VR Video Games. In: Marcus, A., Rosenzweig, E., Soares, M.M. (eds) Design, User Experience, and Usability. HCII 2023. Lecture Notes in Computer Science, vol 14032. Springer, Cham. https://doi.org/10.1007/978-3-031-35702-2_16

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  • DOI: https://doi.org/10.1007/978-3-031-35702-2_16

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-35701-5

  • Online ISBN: 978-3-031-35702-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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