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Flow Measurement and Analysis of VR Room-escape Games - Comparative Analysis with Offline Room-escape Games -

  • Journal of Communication Design
  • Abbr : JCD
  • 2020, 72(), pp.63-76
  • DOI : 10.25111/jcd.2020.72.05
  • Publisher : CDAK Society of Communication Design
  • Research Area : Arts and Kinesiology > Design > Visual Information Design > Information Design
  • Received : May 20, 2020
  • Accepted : July 27, 2020
  • Published : July 31, 2020

JEON MIN SEOK 1 HONG YOUNG MI 1 Ray Jaeyung Yun 2

1홍익대학교 대학원 영상학과
2홍익대학교

Accredited

ABSTRACT

This study focused on VR Escape game with possible VR contents in the future for production of VR Killer contents, and wanted to examine the pros and cons of VR Escape game and suggest improvement direction. Thus, we measured the flow of two game methods by comparing the actual users who experience escape from a room by being locked in a room, and analyzed the pros and cons of the two games and finally presented the direction of improvement of VR escape game. To find out, experiments, surveys, and interviews were conducted, questionnaire and interview questions were prepared based on measuring tools and questions from previous prior studies, and questions and questions were conducted after 36 experimenters experienced both escape room games. The experiment showed that the flow of VR room escape game was relatively higher than the flow of field room escape game, which differed in order of Telepresence - Focused attention- Playfulness - Time distortion, and that the average difference between pleasure and time distortion, which had the least difference. Also, the interview analysis resulted in various factors and improvements based on the characteristics of the two types of games. We hope this research will help improve and develop VR room escape games and VR games in the future.

Citation status

* References for papers published after 2023 are currently being built.