Interactive Design and Application Of Improving Player Immersion In VR Game
DOI:
https://doi.org/10.61173/tfv29a30Keywords:
Virtual reality, interaction design, VR game designAbstract
In the context of the continuous development of virtual reality technology, due to the unique immersive experience and strong interactivity of virtual reality technology, all walks of life have strengthened the research and development of innovative applications of virtual reality technology. The main purpose of this study is to explore the ideas for improvement and improvement in game interactivity design to integrate virtual reality technology. In this regard, this article briefly analyzes the practical application of virtual reality technology in the field of games and some problems existing in game design, and discusses the problems analyzed and the aspects that need to be improved. Finally, we discuss the specific ways in which games use virtual reality technology to enhance player immersion from four aspects: game character design, plot design, game task design, and scene environment design.By addressing these elements, the study aims to provide a comprehensive framework for developers seeking to create more engaging and immersive gaming experiences.References
[1] Lemu H G. Virtual engineering in design and manufacturing. Department of Mechanical and Structural Engineering and Material Technology, 2014, 2(4): 289-294.
[2] Fan Yali. The Development Status and Prospect of Virtual Reality Industry. Software Engineering and Applications, vol. 06, no. 06, 2017, pp. 199–204..
[3] Zhao Qinping, Bin Zhou, Jia Li, Xiaowu Chen. Research Progress of Virtual Reality Technology. State Key Laboratory of Virtual Reality Technology and System (Beijing University of Aeronautics and Astronautics); School of Computer Science, Beihang University, Beijing 100191.
[4] Liu Fangping. E3 2016 Summary: Game giants are entering VR, PSVR is the winner [EB/OL]. (2016-06- 19) [2017-03-15]. http://www.leiphone.com/news/201606/ I2YOLFOMl8HoNNyO.html.
[5] Zhang Tingting, Huang Ting, et al. A review of VR applications in interactive film, television and games. Journal of shanghai university (natural science), 2017, 23(3), 342-352.
[6] Pan, Ye, and Anthony Steed. The Impact of Self-Avatars on Trust and Collaboration in Shared Virtual Environments. PLOS ONE, vol. 12, no. 12, 14 Dec. 2017, p. e0189 078,
[7] Jiang Yuhui. Interaction, interface and temporality: How do movies and games merge?, Film Art, 2019, No. 6.
[8] Wang Rui, Jiang Jinzhang. On the Boundary between Movies and Games in Virtual Reality. Academic Journal of Zhong Zhou, 2022, 320(2), 143-150.
[9] Wang Lijun, Dou Xiao. Stylization trend in digital game scene design: Taking Gothic style and surrealism as examples. Art Research Express, 2015, 4(1): 1-6.
[10] Han, Xiaoshi, and Ying Zhang. Toy Innovation and Game Design under Digital Design: Taking Cyberpunk Style as an Example. Transactions on Social Science, Education and Humanities Research, vol. 1, 2023, 14–21
Downloads
Published
Issue
Section
License
Copyright (c) 2024 by the authors.

This work is licensed under a Creative Commons Attribution 4.0 International License.
