Virtual Reality Arcades : A Study on Usage Habits with Emphasis on Digital Gaming
Kari, T. (2019). Virtual Reality Arcades : A Study on Usage Habits with Emphasis on Digital Gaming. In N. Zagalo, A. I. Veloso, L. Costa, & Ó. Mealha (Eds.), VJ 2019 : Proceedings of the 11th International Conference on Videogame Sciences and Arts (pp. 179-194). Springer. Communications in Computer and Information Science, 1164. https://doi.org/10.1007/978-3-030-37983-4_14
Published in
Communications in Computer and Information ScienceAuthors
Date
2019Copyright
© Springer Nature Switzerland AG 2019
Virtual reality (VR) and VR gaming have seen substantial advancement during the recent years both in terms of technological development and the number of users. A notable rise has also occurred in the number of VR arcades. Despite the growing academic interest towards VR and VR gaming, there is still a dearth of understanding on the usage aspects of VR gaming and VR arcades. To address this gap, this study explored the habits of using VR arcades with emphasis on digital gaming. Specific focus was set on investigating differences between gender, age, and physical activity background. The study was exploratory in nature and based on a quantitative analysis of data collected from 126 respondents in Finland. The findings of this study bring new knowledge to this emerging subject, and thus, extend our understanding on the habits of using VR arcades and VR games. The study shows that digital gaming is clearly the most popular form of entertainment in VR arcades. Also, for the vast majority, the main purpose to visit VR arcades is gaming for fun, and it is more popular to visit VR arcades together with others than alone. The findings also demonstrate how VR gaming can be a new frontier for exergaming. Gender, age, and physical activity background differences are discussed. As a practical contribution, the findings are used to present implications for VR gaming and VR arcade stakeholders.
...


Publisher
SpringerParent publication ISBN
978-3-030-37982-7Conference
Conference on Videogame Sciences and ArtsIs part of publication
VJ 2019 : Proceedings of the 11th International Conference on Videogame Sciences and ArtsISSN Search the Publication Forum
1865-0929Keywords
Publication in research information system
https://converis.jyu.fi/converis/portal/detail/Publication/34428349
Metadata
Show full item recordCollections
License
Related items
Showing items with similar title or keywords.
-
How to get things done in social virtual reality : A study of team cohesion in social virtual reality–enabled teams
Torro, Osku; Holopainen, Jani; Jalo, Henri; Pirkkalainen, Henri; Lähtevänoja, Antti (University of Hawaii at Manoa, 2022)Social virtual reality (SVR) enables teams to operate in a virtual environment that simulates and enhances real-world interactions. However, there is an absence of empirical analysis of how SVR can affect the performance ... -
The Use of Virtual Reality as a Potential Restorative Environment in School During Recess
Lähtevänoja, Antti; Holopainen, Jani; Mattila, Osmo; Parvinen, Petri (Springer, 2020)Previous research has found out that simulated, Virtual Reality (VR)-based forests can bring equal or even higher restorative effects than real forests. In this study, a Virtual Reality (VR)-based forest was created in ... -
How augmented reality games can improve social health : case Pokémon GO
Kosonen, Helena (2019)Tämän tutkielman tarkoituksena on tutkia lisättyä todellisuutta hyödyntävien pelien sosiaalisia ja terveydellisiä vaikutuksia. Tutkimuksen tavoitteena on selvittää suomalaisten Pokémon GO pelaajien mielipiteitä ja selvittää ... -
Problem Space Identification for Developing Virtual Reality Learning Environments
Lähtevänoja, Antti; Holopainen, Jani; Mattila, Osmo; Pöyry, Essi; Tuunanen, Tuure; Parvinen, Petri (University of Hawai'i at Manoa, 2021) -
Facilitating Collaborative Learning with Virtual Reality Simulations, Gaming and Pair Programming
Näykki, Piia; Fagerlund, Janne; Silvennoinen, Minna; Manu, Mari; Nousiainen,Tuula; Juntunen, Merja; Vesisenaho, Mikko (Springer, 2022)The chapter presents socio-interactional functions that support collaborative learning through three case examples. The examples stem from our long line of empirical research in which we have explored the possibilities of ...