Papers
Topics
Authors
Recent
Search
2000 character limit reached

Toward a Taxonomy of Inventory Systems for Virtual Reality Games

Published 9 Aug 2019 in cs.HC | (1908.03591v2)

Abstract: Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game inventory, which allows players to obtain and carry new tools and items throughout their journey. However, VR imposes additional requirements and challenges that impede the implementation of this important feature and hinder games to unleash their full potential. Our current work focuses on the design space of inventories in VR games. We introduce this sparsely researched topic by constructing a first taxonomy of the underlying design considerations and building blocks. Furthermore, we present three different inventories that were designed using our taxonomy and evaluate them in an early qualitative study. The results underline the importance of our research and reveal promising insights that show the huge potential for VR games.

Definition Search Book Streamline Icon: https://streamlinehq.com
References (18)
  1. Blizzard Entertainment. 2004. World of Warcraft. Game [PC]. (23 November 2004). Vivendi, Paris, France.
  2. Blizzard Entertainment. 2012. Diablo 3. Game [PC]. (15 May 2012). Blizzard Entertainment, Irvine, California, United States.
  3. Cloudhead Games Ltd. 2016. The Gallery - Episode 1: Call of the Starseed. Game [SteamVR]. (5 April 2016). Cloudhead Games Ltd., Vancouver Island, Canada.
  4. Outstanding: A Perspective-Switching Technique for Covering Large Distances in VR Games. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, ACM, New York, NY, USA, LBW1612.
  5. Creepy Jar. 2018. Green Hell. Game [PC]. (29 August 2018). Creepy Jar, Warsaw, Poland.
  6. Doug Dyment. 1968. Hamurabi. Game [PC]. (1968).
  7. Epic Games and People Can Fly. 2017. Fortnite. Game [PC]. (25 July 2017). Epic Games and Gearbox Publishing, Raleigh, North Carolina, United States.
  8. Juho Hamari and Vili Lehdonvirta. 2010. Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science & Applied Management 5, 1 (2010), 14–29.
  9. GulliVR: A walking-oriented technique for navigation in virtual reality games based on virtual body resizing. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. ACM, ACM, New York, NY, USA, 243–256.
  10. Self-transforming controllers for virtual reality first person shooters. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. ACM, ACM, New York, NY, USA, 517–529.
  11. Moving objects in space: exploiting proprioception in virtual-environment interaction.. In SIGGRAPH, Vol. 97. ACM Press/Addison-Wesley Publishing Co., New York, NY, USA, 19–26.
  12. Mojang. 2009. Minecraft. Game [PC]. (17 May 2009). Mojang, Stockholm, Sweden.
  13. The Oregon Trail. Game [PC]. (3 December 1971). Minnesota Educational Computing Consortium and The Learning Company, Minnesota.
  14. Rocksteady Studios. 2016. Batman: Arkham VR. Game [PS4 VR]. (13 October 2016). Warner Bros. Interactive Entertainment, Burbank, California, United States.
  15. Paul Sztajer. 2010. Mechanical Breakdown: The Inventory. (August 2010). Retrieved July 4, 2019 from https://kotaku.com/mechanical-breakdown-the-inventory-5612149
  16. Valve. 2014. SteamVR. Software [PC]. (January 2014). Valve, Bellevue, Washington State, United States.
  17. Comparison of two inventory design concepts in a collaborative virtual reality serious game. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play. ACM, ACM, New York, NY, USA, 323–329.
  18. André Zenner and Antonio Krüger. 2019. Drag: on: A Virtual Reality Controller Providing Haptic Feedback Based on Drag and Weight Shift. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, ACM, New York, NY, USA, 211.
Citations (5)

Summary

  • The paper introduces a taxonomy that categorizes VR game inventory systems based on comprehensibility, interactivity, contextual embedding, and personalization.
  • The study evaluates three prototypes—Flat Grid, Virtual Drawers, and Magnetic Surface—to reveal player preferences for immersive and natural interactions.
  • The findings demonstrate that aligning inventory design with VR's interactive potential can significantly improve gameplay engagement and realism.

Toward a Taxonomy of Inventory Systems for Virtual Reality Games

The paper "Toward a Taxonomy of Inventory Systems for Virtual Reality Games" by Sebastian Cmentowski et al. addresses a vital yet underexplored aspect of gaming in virtual reality (VR) environments: inventory systems. Recognizing that VR games often fall short of the complexity found in traditional digital games, the authors undertake a comprehensive study to establish a taxonomy for designing inventory systems specific to VR games. This work is crucial as inventory systems are an integral component that supports complex gameplay elements such as item acquisition, organization, and character development.

The authors approach this by constructing a taxonomy that delineates the design space for VR game inventories. The taxonomy accounts for various considerations such as comprehensibility, interactivity, contextual embedding, and personalization. They introduce three inventory prototypes based on their taxonomy—Flat Grid, Virtual Drawers, and Magnetic Surface—and conduct a preliminary qualitative study to evaluate these designs.

Design Considerations and Prototype Models

The paper identifies several key constraints and design considerations unique to VR game inventories:

  • Comprehensibility: Emphasis is placed on displaying information in a manner that prevents visual clutter and reduces cognitive load. This ensures smooth gameplay by simplifying item recognition and selection processes.
  • Interactivity: The authors highlight the importance of maintaining a balance between simplicity and robust interaction models. VR should ideally leverage its immersive capabilities to allow users to interact naturally and fully with the game environment.
  • Contextual Embedding: The inventory should fit the thematic and practical contexts of the game. Distinctions are drawn between carry-focused inventories and those designed for managing a higher quantity of loot-style items.
  • Personalization: Personal preference for structuring and managing inventories is argued to enhance player identification with in-game characters and maintain immersion.

In evaluating the three prototypes, user feedback suggests a preference for models that maximize interaction and authenticity, such as the Magnetic Surface, despite potential drawbacks like capacity limitations. This points to an inherent player desire for enhanced realism and nuanced agency in VR settings over purely functional inventory management systems.

Implications and Future Research

This taxonomy and the accompanying qualitative study provide a foundational step toward developing inventories that can utilize VR's interactive and immersive potential to improve gameplay experiences. The findings indicate promising insights into player preferences that favor realism and interactivity over traditional inventory management tactics seen in non-VR games.

The implications for developers and researchers are significant. There is a clear need for inventory systems that seamlessly integrate with the VR environment while offering control, flexibility, and immersion. Moreover, the taxonomy sets the stage for more extensive research into the role of inventory systems in VR gaming, suggesting new game mechanics and ways to enhance player engagement and satisfaction.

Going forward, the authors propose extending the taxonomy by integrating more comprehensive input from both players and developers, as well as exploring the varied impacts that these systems have on the overall VR gaming experience. The goal is to develop design guidelines that can be universally adopted to standardize inventory implementations in VR, ensuring they contribute positively to user experience.

This work forms an essential part of the growing body of research dedicated to optimizing VR interfaces and paves the way for novel gameplay mechanics that were previously not possible in traditional digital gaming contexts. The refinement of inventory systems in VR stands to significantly enrich the complexity and satisfaction of VR gameplay, aligning it more closely with player expectations derived from traditional video games.

Paper to Video (Beta)

No one has generated a video about this paper yet.

Whiteboard

No one has generated a whiteboard explanation for this paper yet.

Open Problems

We haven't generated a list of open problems mentioned in this paper yet.

Continue Learning

We haven't generated follow-up questions for this paper yet.

Tweets

Sign up for free to view the 2 tweets with 0 likes about this paper.