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The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements?
Video game technology is changing from 2D to 3D and virtual reality (VR) graphics. In this research, we analyze how an identical video game that is either played in a 2D, stereoscopic 3D or Head-Mounted-Display (HMD) VR version is experienced by the players, and how brands that are placed in the vid...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6054385/ https://www.ncbi.nlm.nih.gov/pubmed/30028839 http://dx.doi.org/10.1371/journal.pone.0200724 |
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author | Roettl, Johanna Terlutter, Ralf |
author_facet | Roettl, Johanna Terlutter, Ralf |
author_sort | Roettl, Johanna |
collection | PubMed |
description | Video game technology is changing from 2D to 3D and virtual reality (VR) graphics. In this research, we analyze how an identical video game that is either played in a 2D, stereoscopic 3D or Head-Mounted-Display (HMD) VR version is experienced by the players, and how brands that are placed in the video game are affected. The game related variables, which are analyzed, are presence, attitude towards the video game and arousal while playing the video game. Brand placement related variables are attitude towards the placed brands and memory (recall and recognition) for the placed brands. 237 players took part in the main study and played a jump’n’run game consisting of three levels. Results indicate that presence was higher in the HMD VR than in the stereoscopic 3D than in the 2D video game, but neither arousal nor attitude towards the video game differed. Memory for the placed brands was lower in the HMD VR than in the stereoscopic 3D than in the 2D video game, whereas attitudes towards the brands were not affected. A post hoc study (n = 53) shows that cognitive load was highest in the VR game, and lowest in the 3D game. Subjects reported higher levels of dizziness and motion-sickness in the VR game than in the 3D and in the 2D game. Limitations are addressed and implications for researchers, marketers and video game developers are outlined. |
format | Online Article Text |
id | pubmed-6054385 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-60543852018-07-27 The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements? Roettl, Johanna Terlutter, Ralf PLoS One Research Article Video game technology is changing from 2D to 3D and virtual reality (VR) graphics. In this research, we analyze how an identical video game that is either played in a 2D, stereoscopic 3D or Head-Mounted-Display (HMD) VR version is experienced by the players, and how brands that are placed in the video game are affected. The game related variables, which are analyzed, are presence, attitude towards the video game and arousal while playing the video game. Brand placement related variables are attitude towards the placed brands and memory (recall and recognition) for the placed brands. 237 players took part in the main study and played a jump’n’run game consisting of three levels. Results indicate that presence was higher in the HMD VR than in the stereoscopic 3D than in the 2D video game, but neither arousal nor attitude towards the video game differed. Memory for the placed brands was lower in the HMD VR than in the stereoscopic 3D than in the 2D video game, whereas attitudes towards the brands were not affected. A post hoc study (n = 53) shows that cognitive load was highest in the VR game, and lowest in the 3D game. Subjects reported higher levels of dizziness and motion-sickness in the VR game than in the 3D and in the 2D game. Limitations are addressed and implications for researchers, marketers and video game developers are outlined. Public Library of Science 2018-07-20 /pmc/articles/PMC6054385/ /pubmed/30028839 http://dx.doi.org/10.1371/journal.pone.0200724 Text en © 2018 Roettl, Terlutter http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Roettl, Johanna Terlutter, Ralf The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements? |
title | The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements? |
title_full | The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements? |
title_fullStr | The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements? |
title_full_unstemmed | The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements? |
title_short | The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements? |
title_sort | same video game in 2d, 3d or virtual reality – how does technology impact game evaluation and brand placements? |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6054385/ https://www.ncbi.nlm.nih.gov/pubmed/30028839 http://dx.doi.org/10.1371/journal.pone.0200724 |
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