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Save the Yummy Candyland: An Asymmetric Virtual Reality Game

Published: 07 November 2022 Publication History

Abstract

This preliminary study explored how to make otherwise passive bystanders into an integral part of a virtual reality (VR) experience using asymmetric game design. We present a fully implemented collaborative VR game, co-designed by Namibian school children. The team needs to solve puzzles, whereby one player, using a VR headset, enters the digital world of Candyland, communicating with the other teammates, who are using a printed puzzle book. Ten Namibian school children, split into three groups, evaluated the game. Both the children inside and outside of VR were excited and eager to play the game through, despite the game being too complex, with too little feedback and a number of design issues, which required much guidance from the researchers.

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Cited By

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  • (2024)Partners in (Solving) Crime: Promoting Sociality through Play in Hybrid Museum VisitsProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3656976(1-4)Online publication date: 21-May-2024
  • (2024)A Systematic Review of State-of-the-Art Practices in Multi-user Virtual Reality LearningTechnology Enhanced Learning for Inclusive and Equitable Quality Education10.1007/978-3-031-72315-5_33(483-497)Online publication date: 16-Sep-2024
  • (2023)My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110577:CHI PLAY(976-1001)Online publication date: 4-Oct-2023

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  1. Save the Yummy Candyland: An Asymmetric Virtual Reality Game

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    cover image ACM Conferences
    CHI PLAY '22: Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
    November 2022
    419 pages
    ISBN:9781450392112
    DOI:10.1145/3505270
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 07 November 2022

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    Author Tags

    1. Namibia
    2. asymmetric game design
    3. primary school
    4. virtual reality

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    View all
    • (2024)Partners in (Solving) Crime: Promoting Sociality through Play in Hybrid Museum VisitsProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3656976(1-4)Online publication date: 21-May-2024
    • (2024)A Systematic Review of State-of-the-Art Practices in Multi-user Virtual Reality LearningTechnology Enhanced Learning for Inclusive and Equitable Quality Education10.1007/978-3-031-72315-5_33(483-497)Online publication date: 16-Sep-2024
    • (2023)My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players’ Heartbeats in VR GamesProceedings of the ACM on Human-Computer Interaction10.1145/36110577:CHI PLAY(976-1001)Online publication date: 4-Oct-2023

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