Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives
Autor: | Andrey Krekhov, Jens Krueger, Sebastian Cmentowski, Katharina Emmerich |
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Rok vydání: | 2021 |
Předmět: |
FOS: Computer and information sciences
Focus (computing) 05 social sciences Perspective (graphical) Computer Science - Human-Computer Interaction ComputingMilieux_PERSONALCOMPUTING 020207 software engineering 02 engineering and technology Physical interaction Virtual reality Human-Computer Interaction (cs.HC) Key (music) Player experience Informatik Third person Human–computer interaction First person 0202 electrical engineering electronic engineering information engineering 0501 psychology and cognitive sciences Psychology 050107 human factors |
Zdroj: | CHI |
DOI: | 10.1145/3411764.3445515 |
Popis: | The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly unimportant for the overall impression. In VR, the immersive full-body interaction is a crucial part of the player experience. Hence, content creators, such as streamers, often rely on green screens or similar solutions to offer a mixed-reality third-person view to disclose their full-body actions. Our work compares the most popular realizations of the first-person and the third-person perspective in an online survey (N=217) with three different VR games. Contrary to the current trend to stream in third-person, our key result is that most viewers prefer the first-person version, which they attribute mostly to the better focus on in-game actions and higher involvement. Based on the study insights, we provide design recommendations for both perspectives. 14 pages, 5 figures, 4 tables, conference |
Databáze: | OpenAIRE |
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