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dc.contributor.authorKari, Tuomas
dc.contributor.editorZagalo, Nelson
dc.contributor.editorVeloso, Ana Isabel
dc.contributor.editorCosta, Liliana
dc.contributor.editorMealha, Óscar
dc.date.accessioned2020-01-29T12:57:12Z
dc.date.available2020-01-29T12:57:12Z
dc.date.issued2019
dc.identifier.citationKari, 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.), <i>VJ 2019 : Proceedings of the 11th International Conference on Videogame Sciences and Arts</i> (pp. 179-194). Springer. Communications in Computer and Information Science, 1164. <a href="https://doi.org/10.1007/978-3-030-37983-4_14" target="_blank">https://doi.org/10.1007/978-3-030-37983-4_14</a>
dc.identifier.otherCONVID_34428349
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/67597
dc.description.abstractVirtual 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.en
dc.format.extent277
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherSpringer
dc.relation.ispartofVJ 2019 : Proceedings of the 11th International Conference on Videogame Sciences and Arts
dc.relation.ispartofseriesCommunications in Computer and Information Science
dc.rightsIn Copyright
dc.subject.otherVR
dc.subject.otherVR arcade
dc.subject.otherdigital gaming
dc.subject.otherexergaming
dc.subject.otherentertainment
dc.subject.otherusage habits
dc.titleVirtual Reality Arcades : A Study on Usage Habits with Emphasis on Digital Gaming
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-202001291855
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.relation.isbn978-3-030-37982-7
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.format.pagerange179-194
dc.relation.issn1865-0929
dc.type.versionacceptedVersion
dc.rights.copyright© Springer Nature Switzerland AG 2019
dc.rights.accesslevelopenAccessfi
dc.relation.conferenceConference on Videogame Sciences and Arts
dc.subject.ysovirtuaalitodellisuus
dc.subject.ysodigitaaliset pelit
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p7990
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.relation.doi10.1007/978-3-030-37983-4_14
dc.type.okmA4


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