Diapositiva1

The Project

VIRTUAL VIDEO GAMES
Università degli Studi di Milano-Bicocca
2017/ongoing

During the course of last year, there has been an actual revolution in the gaming business thanks to the entry to the mass market of Virtual Reality. Because of its now reasonable cost (e.g., Oculus Rift $599, HTC’s Vive $799, Sony’s PlayStation VR $399), and the multiple interactive possibilities offered within the context of gaming experience, Virtual Reality is becoming more and more present in the gaming market. Despite the rapid and significant growth of Virtual Reality based videogames, scientific studies have not yet been conducted to highlight the outstanding differences of this kind of videogames as compared to the more traditional kind (i.e. not immersive, for instance console or mobile games). Peculiarly, very little information is provided about the players’ experience during a Virtual Reality game. Based on these observations, the aim of this experiment is therefore to answer the following research question: what distinguishes a traditional gaming experience from a Virtual Reality one?

Main Roles
  • Research designer and project manager
  • Design, development and evaluation of a multimethod (i.e. focused on diverse aspects of the users’ experience) and multilevel (i.e. based on the integrated use of different technical and methodological solutions) assessment of players’ experience
  • Design, and execution of studies to explore the differences in terms of players’ experience that exist between Virtual Reality based videogames and more traditional ones (i.e. not immersive, such as the ones that can be played on tablets)
Publications
  • Pallavicini, F., Pepe, A. Minissi, M.E (2019) Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? Simulation & Gaming. Download PDF
  • Pallavicini F. , Pepe A., Minissi, M.E. (2019). Taking Neuropsychological Test to the Next Level: Commercial Virtual Reality Video Games for the Assessment of Executive Functions. In M. Antona & C. Stephanidis (Eds.), Universal access in human-computer Interaction. Virtual, augmented, and intelligent environments: 13th international conference, UAHCI 2019, held as part of HCI International 2019. Cham, Switzerland: Springer, in press.
  • Pallavicini, F., Ferrari, A., Garcea, G., Zanacchi, A., & Mantovani, F. (2018). Effectiveness of virtual reality survival horror games for the emotional elicitation: Preliminary insights using Resident Evil 7: Biohazard. In M. Antona & C. Stephanidis (Eds.), Universal access in human-computer Interaction. Virtual, augmented, and intelligent environments: 12th international conference, UAHCI 2018, held as part of HCI International 2018. Cham, Switzerland: Springer. Dowload PDF
  • Pallavicini, F., Ferrari, A. and Mantovani, F. 2018. Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population. Frontiers in Psychology, 9: 2127. Dowload PDF
  • Pallavicini F, Ferrari A, Barone G, Zini A, Garcea G, Zanacchi A, Mantovani F: What distinguishes a traditional gaming experience from one in virtual reality? An exploratory study. In T. Ahram & C. Falcão (Eds.), Advances in Human Factors in Wearable Technologies and Game Design: Proceedings of the AHFE 2017 International Conference on Advances in Human Factors and Wearable Technologies (pp. 225-231). Cham, Switzerland: Springer. Download PDF
Conference and events