Bespoke Virtual Reality (VR) laboratory experiences can be differently affecting than traditional display experiences. With the proliferation of at-home VR headsets, these effects need to be explored in consumer media, to ensure the public are adequately informed. As yet, the organizations responsible for content descriptions and age-based ratings of consumer content do not rate VR games differently to those played on TV. This could lead to experiences that are more intense or subconsciously affecting than desired. To test whether VR and non-VR games are differently affecting, and so whether game ratings are appropriate, our research examined how participant (n=16) experience differed when playing the violent horror video game βResident Evil 7β, viewed from a first-person perspective in PlayStation VR and on a 40β TV. The two formats led to meaningfully different experiences, suggesting that current game ratings may be unsuitable for capturing and conveying VR experiences.
Related papers:
- G. Wilson and M. McGill, “Violent video games in virtual reality: re-evaluating the impact and rating of interactive experiences,” in Proceedings of the 2018 annual symposium on computer-human interaction in play, New York, NY, USA, 2018, p. 535β548.
[Bibtex]@inproceedings{Wilson:2018:VVG:3242671.3242684, author = {Wilson, Graham and McGill, Mark}, title = {Violent Video Games in Virtual Reality: Re-Evaluating the Impact and Rating of Interactive Experiences}, booktitle = {Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play}, series = {CHI PLAY '18}, year = {2018}, isbn = {978-1-4503-5624-4}, location = {Melbourne, VIC, Australia}, pages = {535--548}, numpages = {14}, url = {http://doi.acm.org/10.1145/3242671.3242684}, doi = {10.1145/3242671.3242684}, acmid = {3242684}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {age ratings, video games, violence, virtual reality}, }