Abstract
Virtual reality (VR) games intensify storytelling experiences by letting players take the role of a character. However, in contrast to films, novels, or games, VR experiences often remain centered around one single character without using the potential of complex multiprotagonist plots. Our work engages in this critical topic by investigating the design of immersive and natural transitions between different characters. First, we conducted a scoping review to identify existing multiprotagonist VR games (N=18) and grouped their used transition techniques into four categories. Based on these findings and prior research, we designed two transition techniques (Static Map vs. Rebodying) and conducted a between-participants (N=36) study to explore their effect on user experience. Our results show that Rebodying outperforms Static Map regarding the perceived realism, acceptance, and spatial understanding of the character transitions. Both conditions do not differ significantly in terms of cybersickness. Finally, we provide future directions for developing, improving, and exploring of multiprotagonist transition techniques in VR games.
Supplemental Material
Available for Download
This supplemental file includes a document listing the games considered in the review, provides a protocol for the review conducted, and contains a short teaser video of the two implemented transition techniques.
- Ernest Adams. 2014. Fundamentals of Game Design. New Riders, San Francisco, CA, USA. Google ScholarDigital Library
- Ferran Argelaguet, Ludovic Hoyet, Michael Trico, and Anatole Lecuyer. 2016. The role of interaction in virtual embodiment: Effects of the virtual hand representation. In 2016 IEEE Virtual Reality (VR). IEEE, New York City, NY, USA. 3–10. https://doi.org/10.1109/VR.2016.7504682 Google ScholarCross Ref
- Aristotle. 1961. Aristotle’s Poetics. Hill and Wang, New York City, NY, USA. Google Scholar
- Linda Aronson. 2011. The 21st-Century Screenplay: A Comprehensive Guide to Writing Tomorrow’s Films. Silman-James Press, West Hollywood, CA, USA. Google Scholar
- Jane E Aspell, Bigna Lenggenhager, and Olaf Blanke. 2009. Keeping in touch with one’s self: multisensory mechanisms of self-consciousness. PloS one, 4, 8 (2009), e6488. Google ScholarCross Ref
- Niels H. Bakker, Peter O. Passenier, and Peter J. Werkhoven. 2003. Effects of Head-Slaved Navigation and the Use of Teleports on Spatial Orientation in Virtual Environments. Human Factors: The Journal of the Human Factors and Ergonomics Society, 45, 1 (2003), March, 160–169. issn:0018-7208, 1547-8181 https://doi.org/10.1518/hfes.45.1.160.27234 Google ScholarCross Ref
- Domna Banakou, Raphaela Groten, and Mel Slater. 2013. Illusory ownership of a virtual child body causes overestimation of object sizes and implicit attitude changes. Proceedings of the National Academy of Sciences, 110, 31 (2013), 12846–12851. Google ScholarCross Ref
- Max V. Birk, Cheralyn Atkins, Jason T. Bowey, and Regan L. Mandryk. 2016. Fostering Intrinsic Motivation through Avatar Identification in Digital Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI ’16). Association for Computing Machinery, New York, NY, USA. 2982–2995. isbn:9781450333627 https://doi.org/10.1145/2858036.2858062 Google ScholarDigital Library
- Max V. Birk and Regan L. Mandryk. 2018. Combating Attrition in Digital Self-Improvement Programs Using Avatar Customization. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI ’18). Association for Computing Machinery, New York, NY, USA. 1–15. isbn:9781450356206 https://doi.org/10.1145/3173574.3174234 Google ScholarDigital Library
- Max V. Birk, Regan L. Mandryk, and Cheralyn Atkins. 2016. The Motivational Push of Games: The Interplay of Intrinsic Motivation and External Rewards in Games for Training. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’16). Association for Computing Machinery, New York, NY, USA. 291–303. isbn:9781450344562 https://doi.org/10.1145/2967934.2968091 Google ScholarDigital Library
- Julia Ayumi Bopp, Livia J. Müller, Lena Fanya Aeschbach, Klaus Opwis, and Elisa D. Mekler. 2019. Exploring Emotional Attachment to Game Characters. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19). Association for Computing Machinery, New York, NY, USA. 313–324. isbn:9781450366885 https://doi.org/10.1145/3311350.3347169 Google ScholarDigital Library
- David Bordwell, Kristin Thompson, and Jeff Smith. 2010. Film art: An introduction. 9, McGraw-Hill, New York City, NY, USA. Google Scholar
- Matthew Botvinick and Jonathan Cohen. 1998. Rubber hands ‘feel’touch that eyes see. Nature, 391, 6669 (1998), 756–756. Google Scholar
- D.A. Bowman, D. Koller, and L.F. Hodges. 1997. Travel in immersive virtual environments: an evaluation of viewpoint motion control techniques. In Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality. IEEE Comput. Soc. Press, Albuquerque, NM, USA. 45–52,. isbn:9780818678431 https://doi.org/10.1109/VRAIS.1997.583043 Google ScholarCross Ref
- Virginia Braun and Victoria Clarke. 2019. Reflecting on reflexive thematic analysis. Qualitative Research in Sport, Exercise and Health, 11, 4 (2019), 589–597. https://doi.org/10.1080/2159676X.2019.1628806 Google ScholarCross Ref
- Virginia Braun and Victoria Clarke. 2021. Can I use TA? Should I use TA? Should I not use TA? Comparing reflexive thematic analysis and other pattern-based qualitative analytic approaches. Counselling and Psychotherapy Research, 21, 1 (2021), 37–47. https://doi.org/10.1002/capr.12360 Google ScholarCross Ref
- Sarah Brown, Ilda Ladeira, Cara Winterbottom, and Edwin Blake. 2003. The Effects of Mediation in a Storytelling Virtual Environment. In Virtual Storytelling. Using Virtual RealityTechnologies for Storytelling, Olivier Balet, Gérard Subsol, and Patrice Torguet (Eds.). Springer, Heidelberg, Germany. 102–111. isbn:978-3-540-40014-1 Google Scholar
- Katheryn R Christy and Jesse Fox. 2016. Transportability and presence as predictors of avatar identification within narrative video games. Cyberpsychology, Behavior, and Social Networking, 19, 4 (2016), 283–287. Google ScholarCross Ref
- Andy Clarke and Grethe Mitchell. 2001. Film and the development of interactive narrative. In International Conference on Virtual Storytelling. Springer, Heidelberg, Germany. 81–89. Google ScholarCross Ref
- Sebastian Cmentowski, Sukran Karaosmanoglu, Lennart E. Nacke, Frank Steinicke, and Jens Harald Krüger. 2023. Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI ’23). Association for Computing Machinery, New York, NY, USA. Article 786, 18 pages. isbn:9781450394215 https://doi.org/10.1145/3544548.3580973 Google ScholarDigital Library
- Sebastian Cmentowski, Fabian Kievelitz, and Jens Harald Krueger. 2022. Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games. Proc. ACM Hum.-Comput. Interact., 6, CHI PLAY (2022), Article 246, oct, 24 pages. https://doi.org/10.1145/3549509 Google ScholarDigital Library
- Sebastian Cmentowski, Andrey Krekhov, and Jens Krueger. 2019. Outstanding: A Perspective-Switching Technique for Covering Large Distances in VR Games. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (CHI EA ’19). Association for Computing Machinery, New York, NY, USA. 1–6. isbn:9781450359719 https://doi.org/10.1145/3290607.3312783 Google ScholarDigital Library
- Sebastian Cmentowski, Andrey Krekhov, and Jens Krüger. 2019. Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19). Association for Computing Machinery, New York, NY, USA. 287–299. isbn:9781450366885 https://doi.org/10.1145/3311350.3347183 Google ScholarDigital Library
- Sebastian Cmentowski, Andrey Krekhov, and Jens Krüger. 2021. ”I Packed My Bag and in It I Put…”: A Taxonomy of Inventory Systems for Virtual Reality Games. In 2021 IEEE Conference on Games (CoG). IEEE, New York City, NY, USA. 1–8. https://doi.org/10.1109/CoG52621.2021.9619153 Google ScholarDigital Library
- Jonathan Cohen. 2001. Defining identification: A theoretical look at the identification of audiences with media characters. Mass communication & society, 4, 3 (2001), 245–264. Google Scholar
- Henrique G Debarba, Eray Molla, Bruno Herbelin, and Ronan Boulic. 2015. Characterizing embodied interaction in first and third person perspective viewpoints. In 2015 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, New York City, NY, USA. 67–72. Google ScholarCross Ref
- Ignacio X. Domínguez, Rogelio E. Cardona-Rivera, James K. Vance, and David L. Roberts. 2016. The Mimesis Effect: The Effect of Roles on Player Choice in Interactive Narrative Role-Playing Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI ’16). Association for Computing Machinery, New York, NY, USA. 3438–3449. isbn:9781450333627 https://doi.org/10.1145/2858036.2858141 Google ScholarDigital Library
- Mark H Draper, Maxwell J Wells, Valerie J Gawron, and Tom A Furness III. 1996. Exploring the influence of a virtual body on spatial awareness. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting. 40, Sage Publications, Los Angeles, CA, USA. 1146–1150. Google ScholarCross Ref
- H Henrik Ehrsson. 2007. The experimental induction of out-of-body experiences. Science, 317, 5841 (2007), 1048–1048. Google Scholar
- Valérie Erb, Seyeon Lee, and Young Yim Doh. 2021. Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in The Last of Us Part II. Frontiers in Psychology, 12 (2021), 11 pages. issn:1664-1078 https://doi.org/10.3389/fpsyg.2021.709926 Google ScholarCross Ref
- Facebook Technologies. 2022. Oculus Quest Store. Website. Retrieved February 22, 2022 from https://www.oculus.com/experiences/quest/ Google Scholar
- Facebook Technologies. 2022. Oculus Rift Store. Website. Retrieved February 22, 2022 from https://www.oculus.com/experiences/rift/ Google Scholar
- Facebook Technologies, LLC.. 2022. Introducing App Lab: A New Way to Distribute Oculus Quest Apps. Website. Retrieved February 22, 2022 from https://developer.oculus.com/blog/introducing-app-lab-a-new-way-to-distribute-oculus-quest-apps/?locale=de_DE Google Scholar
- Facebook Technologies, LLC.. 2022. Oculus Quest 2. Website. Retrieved February 22, 2022 from https://www.oculus.com/quest-2/ Google Scholar
- Tracy Fullerton. 2014. Game design workshop: a playcentric approach to creating innovative games. CRC Press, Boca Raton, FL, USA. Google Scholar
- Alison Gazzard. 2009. The avatar and the player: Understanding the relationship beyond the screen. In 2009 Conference in games and virtual worlds for serious applications. IEEE, New York City, NY, USA. 190–193. Google ScholarDigital Library
- Geoffrey Gorisse, Olivier Christmann, Etienne Armand Amato, and Simon Richir. 2017. First-and third-person perspectives in immersive virtual environments: presence and performance analysis of embodied users. Frontiers in Robotics and AI, 4 (2017), 33. Google ScholarCross Ref
- Gryphe. 2022. VRDB.app - VR Store Statistics. Website. Retrieved February 22, 2022 from https://vrdb.app Google Scholar
- M.P. Jacob Habgood, David Wilson, David Moore, and Sergio Alapont. 2017. HCI Lessons From PlayStation VR. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’17 Extended Abstracts). Association for Computing Machinery, New York, NY, USA. 125–135. isbn:9781450351119 https://doi.org/10.1145/3130859.3131437 Google ScholarDigital Library
- Dorothée Hefner, Christoph Klimmt, and Peter Vorderer. 2007. Identification with the player character as determinant of video game enjoyment. In International conference on entertainment computing. Springer, Heidelberg, Germany. 39–48. Google ScholarCross Ref
- Julia Hertel, Sukran Karaosmanoglu, Susanne Schmidt, Julia Bräker, Martin Semmann, and Frank Steinicke. 2021. A Taxonomy of Interaction Techniques for Immersive Augmented Reality based on an Iterative Literature Review. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, New York City, NY, USA. 431–440. https://doi.org/10.1109/ISMAR52148.2021.00060 Google ScholarCross Ref
- Kieran Hicks, Kathrin Gerling, Patrick Dickinson, and Vero Vanden Abeele. 2019. Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19). Association for Computing Machinery, New York, NY, USA. 185–197. isbn:9781450366885 https://doi.org/10.1145/3311350.3347171 Google ScholarDigital Library
- Jørgen Hilden. 2003. Testing Statistical Hypotheses of Equivalence. Stefan Wellek, Chapman & Hall/CRC, Boca Raton, 2003. No. of pages: xvi + 284. ISBN 1-58488-160-7. Statistics in Medicine, 22, 19 (2003), 3111–3112. https://doi.org/10.1002/sim.1564 arxiv:https://onlinelibrary.wiley.com/doi/pdf/10.1002/sim.1564. Google ScholarCross Ref
- Teresa Hirzle, Maurice Cordts, Enrico Rukzio, Jan Gugenheimer, and Andreas Bulling. 2021. A Critical Assessment of the Use of SSQ as a Measure of General Discomfort in VR Head-Mounted Displays. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI ’21). Association for Computing Machinery, New York, NY, USA. Article 530, 14 pages. isbn:9781450380966 https://doi.org/10.1145/3411764.3445361 Google ScholarDigital Library
- Cynthia Hoffner and Martha Buchanan. 2005. Young adults’ wishful identification with television characters: The role of perceived similarity and character attributes. Media psychology, 7, 4 (2005), 325–351. Google Scholar
- Matthias Hoppe, Andrea Baumann, Patrick Chofor Tamunjoh, Tonja-Katrin Machulla, Paweł W. Woźniak, Albrecht Schmidt, and Robin Welsch. 2022. There Is No First- or Third-Person View in Virtual Reality: Understanding the Perspective Continuum. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (CHI ’22). Association for Computing Machinery, New York, NY, USA. Article 360, 13 pages. isbn:9781450391573 https://doi.org/10.1145/3491102.3517447 Google ScholarDigital Library
- Robin Horst, Ramtin Naraghi-Taghi-Off, Linda Rau, and Ralf Dörner. 2021. Back to reality: transition techniques from short HMD-based virtual experiences to the physical world. Multimedia Tools and Applications, 1–24. Google Scholar
- Malte Husung and Eike Langbehn. 2019. Of Portals and Orbs: An Evaluation of Scene Transition Techniques for Virtual Reality. In Proceedings of Mensch Und Computer 2019. Association for Computing Machinery, New York, NY, USA. 245–254. isbn:9781450371988 https://doi.org/10.1145/3340764.3340779 Google ScholarDigital Library
- Silvio Ionta, Lukas Heydrich, Bigna Lenggenhager, Michael Mouthon, Eleonora Fornari, Dominique Chapuis, Roger Gassert, and Olaf Blanke. 2011. Multisensory mechanisms in temporo-parietal cortex support self-location and first-person perspective. Neuron, 70, 2 (2011), 363–374. Google ScholarCross Ref
- Katherine Isbister. 2006. Better game characters by design: A psychological approach. Elsevier/Morgan Kaufmann, Burlington, MA, USA. Google ScholarDigital Library
- Jesper Juul. 2010. A casual revolution: Reinventing video games and their players. MIT press. Google ScholarDigital Library
- Dominic Kao and D. Fox Harrell. 2018. The Effects of Badges and Avatar Identification on Play and Making in Educational Games. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (CHI ’18). Association for Computing Machinery, New York, NY, USA. 1–19. isbn:9781450356206 https://doi.org/10.1145/3173574.3174174 Google ScholarDigital Library
- Sukran Karaosmanoglu, Lucie Kruse, Sebastian Rings, and Frank Steinicke. 2022. Canoe VR: An Immersive Exergame to Support Cognitive and Physical Exercises of Older Adults. In Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (CHI EA ’22). Association for Computing Machinery, New York, NY, USA. Article 342, 7 pages. isbn:9781450391566 https://doi.org/10.1145/3491101.3519736 Google ScholarDigital Library
- Sukran Karaosmanoglu, Sebastian Rings, Lucie Kruse, Christian Stein, and Frank Steinicke. 2021. Lessons Learned from a Human-Centered Design of an Immersive Exergame for People with Dementia. Proc. ACM Hum.-Comput. Interact., 5, CHI PLAY (2021), Article 252, oct, 27 pages. https://doi.org/10.1145/3474679 Google ScholarDigital Library
- Sukran Karaosmanoglu, Katja Rogers, Dennis Wolf, Enrico Rukzio, Frank Steinicke, and Lennart E. Nacke. 2021. Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI ’21). Association for Computing Machinery, New York, NY, USA. Article 443, 15 pages. isbn:9781450380966 https://doi.org/10.1145/3411764.3445492 Google ScholarDigital Library
- Robert S Kennedy, Norman E Lane, Kevin S Berbaum, and Michael G Lilienthal. 1993. Simulator sickness questionnaire: An enhanced method for quantifying simulator sickness. The international journal of aviation psychology, 3, 3 (1993), 203–220. Google Scholar
- Tina Kjæ r, Christoffer B. Lillelund, Mie Moth-Poulsen, Niels C. Nilsson, Rolf Nordahl, and Stefania Serafin. 2017. Can You Cut It? An Exploration of the Effects of Editing in Cinematic Virtual Reality. In Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology (VRST ’17). Association for Computing Machinery, New York, NY, USA. Article 4, 4 pages. isbn:9781450355483 https://doi.org/10.1145/3139131.3139166 Google ScholarDigital Library
- Christoph Klimmt, Dorothée Hefner, and Peter Vorderer. 2009. The video game experience as “true” identification: A theory of enjoyable alterations of players’ self-perception. Communication theory, 19, 4 (2009), 351–373. Google Scholar
- Elena Kokkinara and Mel Slater. 2014. Measuring the effects through time of the influence of visuomotor and visuotactile synchronous stimulation on a virtual body ownership illusion. Perception, 43, 1 (2014), 43–58. Google ScholarCross Ref
- Andrey Krekhov, Sebastian Cmentowski, Katharina Emmerich, and Jens Krüger. 2019. Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19). Association for Computing Machinery, New York, NY, USA. 439–451. isbn:9781450366885 https://doi.org/10.1145/3311350.3347172 Google ScholarDigital Library
- Andrey Krekhov, Sebastian Cmentowski, and Jens Krüger. 2019. The illusion of animal body ownership and its potential for virtual reality games. In 2019 IEEE Conference on Games (CoG). IEEE, New York City, NY, USA. 1–8. Google ScholarDigital Library
- Daniël Lakens. 2017. Equivalence Tests: A Practical Primer for t Tests, Correlations, and Meta-Analyses. Social Psychological and Personality Science, 8, 4 (2017), 355–362. https://doi.org/10.1177/1948550617697177 arxiv:https://doi.org/10.1177/1948550617697177. PMID: 28736600 Google ScholarCross Ref
- Daniël Lakens, Anne M. Scheel, and Peder M. Isager. 2018. Equivalence Testing for Psychological Research: A Tutorial. Advances in Methods and Practices in Psychological Science, 1, 2 (2018), 259–269. https://doi.org/10.1177/2515245918770963 arxiv:https://doi.org/10.1177/2515245918770963. Google ScholarCross Ref
- Marc Erich Latoschik, Jean-Luc Lugrin, and Daniel Roth. 2016. FakeMi: A Fake Mirror System for Avatar Embodiment Studies. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (VRST ’16). Association for Computing Machinery, New York, NY, USA. 73–76. isbn:9781450344913 https://doi.org/10.1145/2993369.2993399 Google ScholarDigital Library
- Brenda Laurel. 2013. Computers as theatre. Addison-Wesley, Boston, MA, USA. Google ScholarDigital Library
- Joseph J LaViola Jr, Ernst Kruijff, Ryan P McMahan, Doug Bowman, and Ivan P Poupyrev. 2017. 3D user interfaces: theory and practice. Addison-Wesley Professional, Boston, MA, USA. Google ScholarDigital Library
- Bigna Lenggenhager, Michael Mouthon, and Olaf Blanke. 2009. Spatial aspects of bodily self-consciousness. Consciousness and cognition, 18, 1 (2009), 110–117. Google Scholar
- Bigna Lenggenhager, Tej Tadi, Thomas Metzinger, and Olaf Blanke. 2007. Video ergo sum: manipulating bodily self-consciousness. Science, 317, 5841 (2007), 1096–1099. Google Scholar
- Dong Dong Li, Albert Kien Liau, and Angeline Khoo. 2013. Player–Avatar Identification in video gaming: Concept and measurement. Computers in Human Behavior, 29, 1 (2013), 257–263. Google ScholarDigital Library
- Ian J. Livingston, Carl Gutwin, Regan L. Mandryk, and Max Birk. 2014. How Players Value Their Characters in World of Warcraft. In Proceedings of the 17th ACM Conference on Computer Supported Cooperative Work & Social Computing (CSCW ’14). Association for Computing Machinery, New York, NY, USA. 1333–1343. isbn:9781450325400 https://doi.org/10.1145/2531602.2531661 Google ScholarDigital Library
- Mitchell G. H. Loewen, Christopher T. Burris, and Lennart E. Nacke. 2021. Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style. Frontiers in Psychology, 11 (2021), 7 pages. issn:1664-1078 https://doi.org/10.3389/fpsyg.2020.01902 Google ScholarCross Ref
- Jean-Luc Lugrin, Maximilian Ertl, Philipp Krop, Richard Klüpfel, Sebastian Stierstorfer, Bianka Weisz, Maximilian Rück, Johann Schmitt, Nina Schmidt, and Marc Erich Latoschik. 2018. Any “body” there? avatar visibility effects in a virtual reality game. In 2018 IEEE conference on virtual reality and 3D user interfaces (VR). IEEE, New York City, NY, USA. 17–24. Google ScholarCross Ref
- Jean-Luc Lugrin, Johanna Latt, and Marc Erich Latoschik. 2015. Anthropomorphism and Illusion of Virtual Body Ownership. In Proceedings of the 25th International Conference on Artificial Reality and Telexistence and 20th Eurographics Symposium on Virtual Environments (ICAT - EGVE ’15). Eurographics Association, Goslar, Germany. 1–8. isbn:9783905674842 Google ScholarDigital Library
- Jean-Luc Lugrin, Ivan Polyschev, Daniel Roth, and Marc Erich Latoschik. 2016. Avatar Anthropomorphism and Acrophobia. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (VRST ’16). Association for Computing Machinery, New York, NY, USA. 315–316. isbn:9781450344913 https://doi.org/10.1145/2993369.2996313 Google ScholarDigital Library
- Blair MacIntyre and Jay David Bolter. 2003. Single-narrative, multiple point-of-view dramatic experiences in augmented reality. Virtual reality, 7, 1 (2003), 10–16. Google Scholar
- Tim Marsh. 2006. Vicarious experience: staying there connected with and through our own and other characters. In Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games, Patrick J. Williams (Ed.). McFarland, Jefferson, NC, USA. 196–213. Google Scholar
- Antonella Maselli and Mel Slater. 2013. The building blocks of the full body ownership illusion. Frontiers in human neuroscience, 7 (2013), 83. Google Scholar
- Michael Mateas. 2002. Interactive drama, art and artificial intelligence. Ph. D. Dissertation. Carnegie Mellon University. Pittsburgh, PA, USA. Google Scholar
- Michael Mateas and Andrew Stern. 2002. Architecture, authorial idioms and early observations of the interactive drama Façade. School of Computer Science, Carnegie Mellon University. Google Scholar
- Daniel Medeiros, Eduardo Cordeiro, Daniel Mendes, Maurício Sousa, Alberto Raposo, Alfredo Ferreira, and Joaquim Jorge. 2016. Effects of Speed and Transitions on Target-Based Travel Techniques. In Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology (VRST ’16). Association for Computing Machinery, New York, NY, USA. 327–328. isbn:9781450344913 https://doi.org/10.1145/2993369.2996348 Google ScholarDigital Library
- Liang Men, Nick Bryan-Kinns, Amelia Shivani Hassard, and Zixiang Ma. 2017. The impact of transitions on user experience in virtual reality. In 2017 IEEE virtual reality (VR). IEEE, New York City, NY, USA. 285–286. Google Scholar
- Kasra Rahimi Moghadam and Eric D Ragan. 2017. Towards understanding scene transition techniques in immersive 360 movies and cinematic experiences. In 2017 IEEE Virtual Reality (VR). IEEE, New York City, NY, USA. 375–376. Google Scholar
- Zachary Munn, Micah DJ Peters, Cindy Stern, Catalin Tufanaru, Alexa McArthur, and Edoardo Aromataris. 2018. Systematic review or scoping review? Guidance for authors when choosing between a systematic or scoping review approach. BMC medical research methodology, 18, 1 (2018), 1–7. https://doi.org/10.1186/s12874-018-0611-x Google ScholarCross Ref
- Janet H Murray. 2017. Hamlet on the Holodeck, updated edition: The Future of Narrative in Cyberspace. MIT Press, Cambridge, MA, USA. Google Scholar
- Sebastian Oberdörfer, Martin Fischbach, and Marc Erich Latoschik. 2018. Effects of VE Transition Techniques on Presence, Illusion of Virtual Body Ownership, Efficiency, and Naturalness. In Proceedings of the 2018 ACM Symposium on Spatial User Interaction (SUI ’18). Association for Computing Machinery, New York, NY, USA. 89–99. isbn:9781450357081 https://doi.org/10.1145/3267782.3267787 Google ScholarDigital Library
- Ottawa Hospital Research Institute (OHRI): PRISMA Group. 2020. PRISMA 2020 flowchart. http://prisma-statement.org/prismastatement/flowdiagram.aspx Google Scholar
- Matthew J Page, Joanne E McKenzie, Patrick M Bossuyt, Isabelle Boutron, Tammy C Hoffmann, Cynthia D Mulrow, Larissa Shamseer, Jennifer M Tetzlaff, Elie A Akl, Sue E Brennan, Roger Chou, Julie Glanville, Jeremy M Grimshaw, Asbjørn Hróbjartsson, Manoj M Lalu, Tianjing Li, Elizabeth W Loder, Evan Mayo-Wilson, Steve McDonald, Luke A McGuinness, Lesley A Stewart, James Thomas, Andrea C Tricco, Vivian A Welch, Penny Whiting, and David Moher. 2021. The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. BMJ, 372 (2021), 9 pages. https://doi.org/10.1136/bmj.n71 arxiv:https://www.bmj.com/content/372/bmj.n71.full.pdf. Google ScholarCross Ref
- Matthew J Page, David Moher, Patrick M Bossuyt, Isabelle Boutron, Tammy C Hoffmann, Cynthia D Mulrow, Larissa Shamseer, Jennifer M Tetzlaff, Elie A Akl, and Sue E Brennan. 2021. PRISMA 2020 explanation and elaboration: updated guidance and exemplars for reporting systematic reviews. Bmj, 372 (2021), 36 pages. https://doi.org/10.1136/bmj.n160 Google ScholarCross Ref
- Randy Pausch, Jon Snoddy, Robert Taylor, Scott Watson, and Eric Haseltine. 1996. Disney’s Aladdin: First Steps toward Storytelling in Virtual Reality. In Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH ’96). Association for Computing Machinery, New York, NY, USA. 193–203. isbn:0897917464 https://doi.org/10.1145/237170.237257 Google ScholarDigital Library
- Tabitha C Peck, Sofia Seinfeld, Salvatore M Aglioti, and Mel Slater. 2013. Putting yourself in the skin of a black avatar reduces implicit racial bias. Consciousness and cognition, 22, 3 (2013), 779–787. Google Scholar
- Valeria I Petkova and H Henrik Ehrsson. 2008. If I were you: perceptual illusion of body swapping. PloS one, 3, 12 (2008), e3832. Google ScholarCross Ref
- Rebekka S Renner, Erik Steindecker, Mathias MüLler, Boris M Velichkovsky, Ralph Stelzer, Sebastian Pannasch, and Jens R Helmert. 2015. The influence of the stereo base on blind and sighted reaches in a virtual environment. ACM Transactions on Applied Perception (TAP), 12, 2 (2015), 1–18. Google ScholarDigital Library
- Katja Rogers, Maria Aufheimer, Michael Weber, and Lennart E. Nacke. 2018. Exploring the Role of Non-Player Characters and Gender in Player Identification. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY ’18 Extended Abstracts). Association for Computing Machinery, New York, NY, USA. 271–283. isbn:9781450359689 https://doi.org/10.1145/3270316.3273041 Google ScholarDigital Library
- Katja Rogers, Sukran Karaosmanoglu, Maximilian Altmeyer, Ally Suarez, and Lennart E. Nacke. 2022. Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (CHI ’22). Association for Computing Machinery, New York, NY, USA. Article 190, 21 pages. isbn:9781450391573 https://doi.org/10.1145/3491102.3501875 Google ScholarDigital Library
- Katja Rogers, Sukran Karaosmanoglu, Dennis Wolf, Frank Steinicke, and Lennart E. Nacke. 2021. A Best-Fit Framework and Systematic Review of Asymmetric Gameplay in Multiplayer Virtual Reality Games. Frontiers in Virtual Reality, 2 (2021), 23 pages. issn:2673-4192 https://doi.org/10.3389/frvir.2021.694660 Google ScholarCross Ref
- Daniel Roth and Marc Erich Latoschik. 2020. Construction of the Virtual Embodiment Questionnaire (VEQ). IEEE Transactions on Visualization and Computer Graphics, 26, 12 (2020), 3546–3556. Google ScholarCross Ref
- Richard M Ryan, C Scott Rigby, and Andrew Przybylski. 2006. The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30, 4 (2006), 344–360. https://doi.org/10.1007/s11031-006-9051-8 The IMI items are available online under this link: Google ScholarCross Ref
- Maria V Sanchez-Vives, Bernhard Spanlang, Antonio Frisoli, Massimo Bergamasco, and Mel Slater. 2010. Virtual hand illusion induced by visuomotor correlations. PloS one, 5, 4 (2010), e10381. Google ScholarCross Ref
- Dimitrios Saredakis, Ancret Szpak, Brandon Birckhead, Hannah A. D. Keage, Albert Rizzo, and Tobias Loetscher. 2020. Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis. Frontiers in Human Neuroscience, 14 (2020), 17 pages. issn:1662-5161 https://doi.org/10.3389/fnhum.2020.00096 Google ScholarCross Ref
- Laura Schmalzl and H Henrik Ehrsson. 2011. Experimental induction of a perceived “telescoped” limb using a full-body illusion. Frontiers in Human Neuroscience, 5 (2011), 34. Google Scholar
- Thomas Schubert, Frank Friedmann, and Holger Regenbrecht. 2001. The Experience of Presence: Factor Analytic Insights. Presence: Teleoperators and Virtual Environments, 10, 3 (2001), 06, 266–281. https://doi.org/10.1162/105474601300343603 arxiv:https://direct.mit.edu/pvar/article-pdf/10/3/266/1623697/105474601300343603.pdf. Google ScholarDigital Library
- Larissa Shamseer, David Moher, Mike Clarke, Davina Ghersi, Alessandro Liberati, Mark Petticrew, Paul Shekelle, and Lesley A Stewart. 2015. Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015: elaboration and explanation. BMJ, 349 (2015), https://doi.org/10.1136/bmj.g7647 Google ScholarCross Ref
- Shane Harris and Orla Harris. 2022. SideQuest. Website. Retrieved February 22, 2022 from https://sidequestvr.com Google Scholar
- Åhman Siri. 2018. Wait, I’m him now?: Identification and choice in games with more than one protagonist. Google Scholar
- Mel Slater, Daniel Pérez Marcos, Henrik Ehrsson, and Maria V Sanchez-Vives. 2008. Towards a digital body: the virtual arm illusion. Frontiers in human neuroscience, 2 (2008), 6. Google Scholar
- Mel Slater, Daniel Pérez Marcos, Henrik Ehrsson, and Maria V Sanchez-Vives. 2009. Inducing illusory ownership of a virtual body. Frontiers in neuroscience, 3 (2009), 29. Google Scholar
- Mel Slater, Bernhard Spanlang, Maria V Sanchez-Vives, and Olaf Blanke. 2010. First person experience of body transfer in virtual reality. PloS one, 5, 5 (2010), e10564. Google ScholarCross Ref
- Mel Slater and Anthony Steed. 2000. A virtual presence counter. Presence, 9, 5 (2000), 413–434. Google ScholarDigital Library
- Nikolai Smolyanskiy and Mar Gonzalez-Franco. 2017. Stereoscopic First Person View System for Drone Navigation. Frontiers in Robotics and AI, 4 (2017), March, 10 pages. issn:2296-9144 https://doi.org/10.3389/frobt.2017.00011 Google ScholarCross Ref
- Sony. 2022. PlayStation Store VR Catalog. Website. Retrieved February 22, 2022 from www.playstation.com/ps-vr/ps-vr-games/ Google Scholar
- Bernhard Spanlang, Jean-Marie Normand, David Borland, Konstantina Kilteni, Elias Giannopoulos, Ausiàs Pomés, Mar González-Franco, Daniel Perez-Marcos, Jorge Arroyo-Palacios, and Xavi Navarro Muncunill. 2014. How to build an embodiment lab: achieving body representation illusions in virtual reality. Frontiers in Robotics and AI, 1 (2014), 9. Google ScholarCross Ref
- Velvet Spors, Hanne Gesine Wagner, Martin Flintham, Pat Brundell, and David Murphy. 2021. Selling Glossy, Easy Futures: A Feminist Exploration of Commercial Mental-Health-Focused Self-Care Apps’ Descriptions in the Google Play Store. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI ’21). Association for Computing Machinery, New York, NY, USA. Article 404, 17 pages. isbn:9781450380966 https://doi.org/10.1145/3411764.3445500 Google ScholarDigital Library
- Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Markus Lappe, Brian Ries, and Victoria Interrante. 2009. Transitional Environments Enhance Distance Perception in Immersive Virtual Reality Systems. In Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization (APGV ’09). Association for Computing Machinery, New York, NY, USA. 19–26. isbn:9781605587431 https://doi.org/10.1145/1620993.1620998 Google ScholarDigital Library
- Anthea Sutton, Mark Clowes, Louise Preston, and Andrew Booth. 2019. Meeting the review family: exploring review types and associated information retrieval requirements. Health Information & Libraries Journal, 36, 3 (2019), Sept., 202–222. https://doi.org/10.1111/hir.12276 Google ScholarCross Ref
- Philipp Sykownik, Sukran Karaosmanoglu, Katharina Emmerich, Frank Steinicke, and Maic Masuch. 2023. VR Almost There: Simulating Co-Located Multiplayer Experiences in Social Virtual Reality. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (CHI ’23). Association for Computing Machinery, New York, NY, USA. Article 789, 19 pages. isbn:9781450394215 https://doi.org/10.1145/3544548.3581230 Google ScholarDigital Library
- Kazuma Takada, Midori Kawaguchi, Akira Uehara, Yukiya Nakanishi, Mark Armstrong, Adrien Verhulst, Kouta Minamizawa, and Shunichi Kasahara. 2022. Parallel Ping-Pong: Exploring Parallel Embodiment through Multiple Bodies by a Single User. In Proceedings of the Augmented Humans International Conference 2022 (AHs ’22). Association for Computing Machinery, New York, NY, USA. 121–130. isbn:9781450396325 https://doi.org/10.1145/3519391.3519408 Google ScholarDigital Library
- Kazuma Takada, Nanako Kumasaki, Tom Froese, Kazuhisa Shibata, Jun Nishida, and Shunichi Kasahara. 2023. ShadowClones: An Interface to Maintain a Multiple Sense of Body-Space Coordination in Multiple Visual Perspectives. In Proceedings of the Augmented Humans International Conference 2023 (AHs ’23). Association for Computing Machinery, New York, NY, USA. 171–178. isbn:9781450399845 https://doi.org/10.1145/3582700.3582706 Google ScholarDigital Library
- Kristin Thompson, David Bordwell, and Jeff Smith. 2003. Film history: An introduction. 205, McGraw-Hill, New York City, NY, USA. Google Scholar
- Pete Travis. 2008. Vantage Point. Movie. Columbia Pictures, Culver City, CA, USA. Google Scholar
- Dave Trumbore. 2020. Last of US 2 controversy: The story is game of the year worthy. https://collider.com/last-of-us-2-game-of-the-year-controversy/ Google Scholar
- Manos Tsakiris. 2008. Looking for myself: current multisensory input alters self-face recognition. PloS one, 3, 12 (2008), e4040. Google ScholarCross Ref
- Manos Tsakiris. 2010. My body in the brain: a neurocognitive model of body-ownership. Neuropsychologia, 48, 3 (2010), 703–712. Google ScholarCross Ref
- Manos Tsakiris and Patrick Haggard. 2005. The rubber hand illusion revisited: visuotactile integration and self-attribution.. Journal of experimental psychology: Human perception and performance, 31, 1 (2005), 80. Google ScholarCross Ref
- Audrey Tse, Charlene Jennett, Joanne Moore, Zillah Watson, Jacob Rigby, and Anna L. Cox. 2017. Was I There? Impact of Platform and Headphones on 360 Video Immersion. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA ’17). Association for Computing Machinery, New York, NY, USA. 2967–2974. isbn:9781450346566 https://doi.org/10.1145/3027063.3053225 Google ScholarDigital Library
- Unity Technologies. 2021. Unity. Google Scholar
- Valve. 2022. Steam. Website. Retrieved February 22, 2022 from https://store.steampowered.com/ Google Scholar
- Jan Van Looy, Cédric Courtois, Melanie De Vocht, and Lieven De Marez. 2012. Player identification in online games: Validation of a scale for measuring identification in MMOGs. Media Psychology, 15, 2 (2012), 197–221. Google ScholarCross Ref
- Thomas Waltemate, Dominik Gall, Daniel Roth, Mario Botsch, and Marc Erich Latoschik. 2018. The impact of avatar personalization and immersion on virtual body ownership, presence, and emotional response. IEEE transactions on visualization and computer graphics, 24, 4 (2018), 1643–1652. Google ScholarDigital Library
- Henrik Warpefelt and Harko Verhagen. 2015. Towards an updated typology of non-player character roles. In Proceedings of the International Conference on Game and Entertainment Technologies. IADIS, Lisbon, Portugal. 1–9. Google Scholar
- Robin Waterfield. 1993. Oxford World’s Classics: Plato Republic. Oxford University Press, Oxford, UK. Google Scholar
- Matthew Alexander Whitby, Sebastian Deterding, and Ioanna Iacovides. 2019. "One of the Baddies All along": Moments That Challenge a Player’s Perspective. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19). Association for Computing Machinery, New York, NY, USA. 339–350. isbn:9781450366885 https://doi.org/10.1145/3311350.3347192 Google ScholarDigital Library
- Marilyn Domas White and Emily E Marsh. 2006. Content analysis: A flexible methodology. Library trends, 55, 1 (2006), 22–45. https://doi.org/10.1353/lib.2006.0053 Google ScholarCross Ref
- Richard Yao, Tom Heath, Aaron Davies, Tom Forsyth, Nate Mitchell, and Perry Hoberman. 2014. Oculus vr best practices guide. Oculus VR, 4 (2014), 27–35. Google Scholar
- Nick Yee and Jeremy Bailenson. 2007. The Proteus effect: The effect of transformed self-representation on behavior. Human communication research, 33, 3 (2007), 271–290. Google Scholar
- Tingting Zhang, Feng Tian, Xiaofei Hou, Qirong Xie, and Fei Yi. 2018. Evaluating the effect of transitions on the viewing experience for VR video. In 2018 International Conference on Audio, Language and Image Processing (ICALIP). IEEE, New York City, NY, USA. 273–277. Google ScholarCross Ref
- Zane Z Zheng, Ewen N MacDonald, Kevin G Munhall, and Ingrid S Johnsrude. 2011. Perceiving a stranger’s voice as being one’s own: A ‘rubber voice’illusion? PloS one, 6, 4 (2011), e18655. Google ScholarCross Ref
- Jichen Zhu, Jennifer Villareale, Nithesh Javvaji, Sebastian Risi, Mathias Löwe, Rush Weigelt, and Casper Harteveld. 2021. Player-AI Interaction: What Neural Network Games Reveal About AI as Play. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI ’21). Association for Computing Machinery, New York, NY, USA. Article 77, 17 pages. isbn:9781450380966 https://doi.org/10.1145/3411764.3445307 Google ScholarDigital Library
Index Terms
- A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games
Recommendations
Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games
CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in PlayIn virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking space is still ...
Mixed reality in virtual world teleconferencing
VR '10: Proceedings of the 2010 IEEE Virtual Reality ConferenceIn this paper we present a Mixed Reality (MR) teleconferencing application based on Second Life (SL) and the OpenSim virtual world. Augmented Reality (AR) techniques are used for displaying virtual avatars of remote meeting participants in real physical ...
The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments
APGV '11: Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and VisualizationHumans have been shown to perceive and perform actions differently in immersive virtual environments (VEs) as compared to the real world. Immersive VEs often lack the presence of virtual characters; users are rarely presented with a representation of ...
Comments