The Immersive and Interactive Experience in Virtual Reality Games and Films

Research Article
Open access

The Immersive and Interactive Experience in Virtual Reality Games and Films

Linyu Wang 1*
  • 1 Xi’an Jiaotong-Liverpool University, Advanced Technology, Suzhou, China    
  • *corresponding author Linyu.wang19@student.xjtlu.edu.cn
LNEP Vol.5
ISSN (Print): 2753-7056
ISSN (Online): 2753-7048
ISBN (Print): 978-1-915371-35-5
ISBN (Online): 978-1-915371-36-2

Abstract

Virtual reality technology is one of the modern technologies that have been widely concerned in recent year. Its application in the game and film and television industry has produced many works with new experience, especially in immersion and interactivity. Generally, most available resource nowadays focuses on discuss the feasibility of VR application in innovation of traditional works but lack but there is a lack of discussion on VR games and VR movies from the perspective of creating immersion and interactive methods and effects. This essay will discuss the immersive and interactive effects in VR games and VR films separately. In the first part of VR games, it will elaborate how the effects are provided through the VR hardware. Then in the second part, it will discuss the different design techniques used in different styles of game including action games, horror games, exploration games and serious games. As for the discussion on VR films, this essay will take the two most extensive categories of VR movies, panoramic films and VR documentaries, as examples to discuss how VR films achieve the effect and how the performance is. The overview on the immersive and interactive effects in VR games and VR films can provide examples and problems to be solved for creators to produce higher quality work in the future.

Keywords:

Virtual reality, Games, Films, Immersive and interactive

Wang,L. (2023). The Immersive and Interactive Experience in Virtual Reality Games and Films. Lecture Notes in Education Psychology and Public Media,5,491-500.
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References

[1]. Qian W J. (2021) Application and development of virtual reality technology in VR games in the era of 5G. New. Com. (14), 28-29.

[2]. Pinilla, A., Garcia, J., Raffe, W. (2021) Affective visualization in Virtual Reality: An integrative review. Frontiers in Virtual Reality, 2, 630731.

[3]. Chen Q, Zhong J. (2021) VR Technology and the development of China's game industry. Dongyue review (09), 93- 103+2+191-192.

[4]. Matias, L. (2022) Best VR headsets in 2022. Retrieved October 3, 2022, from https://sensoriumxr.com/articles/bestvr-headsets.

[5]. Ren Hongyan. (2019) Sound Effects in Immersive VR Games. Fash. Colo. (4), 68 + 70.

[6]. Hiramatsu, M., Amano, S., Takanashi, N., (2022) Virtual ALMA Tour in VRChat: A Whole New Experience. arXiv preprint arXiv:2208.10740.

[7]. Cruz-Neira, C., Fernández, M., & Portalés, C. (2018) Virtual reality and games. Multimodal Technologies and Interaction, 2(1), 8.

[8]. Granqvist, A., Takala, T., Takatalo, J., Hämäläinen, P. (2018) Exaggeration of avatar flexibility in virtual reality. Annual Symposium on Computer-Human Interaction in Play. 201-209.

[9]. Perttu Hämäläinen, Joe Marshall, Raine Kajastila, Richard Byrne, and Florian Floyd Mueller. (2015).Utilizing gravity in movement-based games and play. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. 67–77

[10]. Shuman, S.(2017) The Scariest PS4 and PS VR Horror Games of 2017. Multimodal Technologies and Interaction. 43(6), 238.

[11]. Lin, J. H. T., Wu, D. Y., & Tao, C. C. (2018). So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game. New Media Society, 20(9), 3223-3242.

[12]. Lin, J.H.T. (2017) Fear in virtual reality (VR): fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game. Computer-Human Interaction. 72, 350–361

[13]. Pallavicini, F., Ferrari, A., Pepe, A., Garcea, G., (2018). Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using Resident Evil 7: Biohazard. In International Conference on Universal Access in Human-Computer Interaction. 87-101.

[14]. Fröhlich, T., Alexandrovsky, D., Stabbert, T., Döring, T., & Malaka, R. (2018) Vrbox: A virtual reality augmented sandbox for immersive playfulness, creativity and exploration. Annual Symposium on Computer-Human Interaction in Play. 153-162.

[15]. Feng, Z., González, V. A., Amor, R., Spearpoint, M., Thomas, J., Sacks, R., & Cabrera-Guerrero, G. (2020). An immersive virtual reality serious game to enhance earthquake behavioral responses and post-earthquake evacuation preparedness in buildings. Advanced Engineering Informatics, 45, 101118.

[16]. Lovreglio, R., González, V.A., Feng, Z., Amor, R., Spearpoint, M., Thomas, J., Trotter, M., & Sacks, R. (2018). Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study. Advanced Engineering Informatics., 38, 670-682.

[17]. Makled, E., Yassien, A., Elagroudy, P., Magdy, M. (2019). PathoGenius VR: VR medical training. International Symposium on Pervasive Displays. 1-2.

[18]. Zhang Tingting, Tian Feng, Lv Wei, Wang Yihua (2017). A review of the application of VR in interactive film, television and games. J. Shanghai University (03),342-352.

[19]. Xie, Z. (2020). The symmetries in film and television production areas based on virtual reality and internet of things technology. Symmetry, 12(8), 1377.

[20]. Tini & Zhou Wen. (2021) Research on User Experience of Virtual Reality Movies -- A comptive analysis based on physiological data. Multimodal Technologies and Interaction. (12),20-24.

[21]. Gao Meng & Zeng Zhigang, Some Problems in VR film production -- Thinking brought by free viewpoint and stereo vision. Advanced Motion Picture Technology. (03),37-42.


Cite this article

Wang,L. (2023). The Immersive and Interactive Experience in Virtual Reality Games and Films. Lecture Notes in Education Psychology and Public Media,5,491-500.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the International Conference on Interdisciplinary Humanities and Communication Studies (ICIHCS 2022), Part 4

ISBN:978-1-915371-35-5(Print) / 978-1-915371-36-2(Online)
Editor:Matilde Lafuente-Lechuga, Muhammad Idrees
Conference website: https://www.icihcs.org/
Conference date: 18 December 2022
Series: Lecture Notes in Education Psychology and Public Media
Volume number: Vol.5
ISSN:2753-7048(Print) / 2753-7056(Online)

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References

[1]. Qian W J. (2021) Application and development of virtual reality technology in VR games in the era of 5G. New. Com. (14), 28-29.

[2]. Pinilla, A., Garcia, J., Raffe, W. (2021) Affective visualization in Virtual Reality: An integrative review. Frontiers in Virtual Reality, 2, 630731.

[3]. Chen Q, Zhong J. (2021) VR Technology and the development of China's game industry. Dongyue review (09), 93- 103+2+191-192.

[4]. Matias, L. (2022) Best VR headsets in 2022. Retrieved October 3, 2022, from https://sensoriumxr.com/articles/bestvr-headsets.

[5]. Ren Hongyan. (2019) Sound Effects in Immersive VR Games. Fash. Colo. (4), 68 + 70.

[6]. Hiramatsu, M., Amano, S., Takanashi, N., (2022) Virtual ALMA Tour in VRChat: A Whole New Experience. arXiv preprint arXiv:2208.10740.

[7]. Cruz-Neira, C., Fernández, M., & Portalés, C. (2018) Virtual reality and games. Multimodal Technologies and Interaction, 2(1), 8.

[8]. Granqvist, A., Takala, T., Takatalo, J., Hämäläinen, P. (2018) Exaggeration of avatar flexibility in virtual reality. Annual Symposium on Computer-Human Interaction in Play. 201-209.

[9]. Perttu Hämäläinen, Joe Marshall, Raine Kajastila, Richard Byrne, and Florian Floyd Mueller. (2015).Utilizing gravity in movement-based games and play. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. 67–77

[10]. Shuman, S.(2017) The Scariest PS4 and PS VR Horror Games of 2017. Multimodal Technologies and Interaction. 43(6), 238.

[11]. Lin, J. H. T., Wu, D. Y., & Tao, C. C. (2018). So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game. New Media Society, 20(9), 3223-3242.

[12]. Lin, J.H.T. (2017) Fear in virtual reality (VR): fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game. Computer-Human Interaction. 72, 350–361

[13]. Pallavicini, F., Ferrari, A., Pepe, A., Garcea, G., (2018). Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using Resident Evil 7: Biohazard. In International Conference on Universal Access in Human-Computer Interaction. 87-101.

[14]. Fröhlich, T., Alexandrovsky, D., Stabbert, T., Döring, T., & Malaka, R. (2018) Vrbox: A virtual reality augmented sandbox for immersive playfulness, creativity and exploration. Annual Symposium on Computer-Human Interaction in Play. 153-162.

[15]. Feng, Z., González, V. A., Amor, R., Spearpoint, M., Thomas, J., Sacks, R., & Cabrera-Guerrero, G. (2020). An immersive virtual reality serious game to enhance earthquake behavioral responses and post-earthquake evacuation preparedness in buildings. Advanced Engineering Informatics, 45, 101118.

[16]. Lovreglio, R., González, V.A., Feng, Z., Amor, R., Spearpoint, M., Thomas, J., Trotter, M., & Sacks, R. (2018). Prototyping Virtual Reality Serious Games for Building Earthquake Preparedness: The Auckland City Hospital Case Study. Advanced Engineering Informatics., 38, 670-682.

[17]. Makled, E., Yassien, A., Elagroudy, P., Magdy, M. (2019). PathoGenius VR: VR medical training. International Symposium on Pervasive Displays. 1-2.

[18]. Zhang Tingting, Tian Feng, Lv Wei, Wang Yihua (2017). A review of the application of VR in interactive film, television and games. J. Shanghai University (03),342-352.

[19]. Xie, Z. (2020). The symmetries in film and television production areas based on virtual reality and internet of things technology. Symmetry, 12(8), 1377.

[20]. Tini & Zhou Wen. (2021) Research on User Experience of Virtual Reality Movies -- A comptive analysis based on physiological data. Multimodal Technologies and Interaction. (12),20-24.

[21]. Gao Meng & Zeng Zhigang, Some Problems in VR film production -- Thinking brought by free viewpoint and stereo vision. Advanced Motion Picture Technology. (03),37-42.