Creating an immersive ambience in virtual reality
Määttänen, Otso (2024)
Määttänen, Otso
2024
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024120933851
https://urn.fi/URN:NBN:fi:amk-2024120933851
Tiivistelmä
Virtual reality as a platform for gaming has recently become more viable for independent video game developers especially when it comes to the ease of development. The toolkits for creating virtual reality games have improved, and it has become important for developers to understand which simple and achievable factors improve the immersion experience. This thesis explores what contributes most to creating an immersive virtual reality experience.
For this thesis a game project was created to test what features and facets of development impact the feeling of presence in the virtual world. The game had a level where the players would need to find their way to a basement, with a key they would need to find. The players could move and activate objects to solve what they need to do. Ten testers participated in a playtest, where they played through the game, which lasted 10–15 minutes. They were observed while they played, and their actions and reactions were discussed informally by asking questions about their reactions.
The primary factor the participants noted as immersive was interaction with the virtual world. This was comprised mostly of being able to move objects and see the world around them react to their actions. The results of this thesis underline how small interactive elements can improve the feeling of immersion.
For this thesis a game project was created to test what features and facets of development impact the feeling of presence in the virtual world. The game had a level where the players would need to find their way to a basement, with a key they would need to find. The players could move and activate objects to solve what they need to do. Ten testers participated in a playtest, where they played through the game, which lasted 10–15 minutes. They were observed while they played, and their actions and reactions were discussed informally by asking questions about their reactions.
The primary factor the participants noted as immersive was interaction with the virtual world. This was comprised mostly of being able to move objects and see the world around them react to their actions. The results of this thesis underline how small interactive elements can improve the feeling of immersion.