A4 Article in conference proceedings
Virtual Reality Arcades : A Study on Usage Habits with Emphasis on Digital Gaming (2019)


Kari, T. (2019). Virtual Reality Arcades : A Study on Usage Habits with Emphasis on Digital Gaming. In N. Zagalo, A. I. Veloso, L. Costa, & Ó. Mealha (Eds.), VJ 2019 : Proceedings of the 11th International Conference on Videogame Sciences and Arts (pp. 179-194). Springer. Communications in Computer and Information Science, 1164. https://doi.org/10.1007/978-3-030-37983-4_14


JYU authors or editors


Publication details

All authors or editors: Kari, Tuomas

Parent publication: VJ 2019 : Proceedings of the 11th International Conference on Videogame Sciences and Arts

Parent publication editors: Zagalo, Nelson; Veloso, Ana Isabel; Costa, Liliana; Mealha, Óscar

Conference:

  • Conference on Videogame Sciences and Arts

Place and date of conference: Aveiro, Portugal, 27.-29.11.2019

ISBN: 978-3-030-37982-7

eISBN: 978-3-030-37983-4

Journal or series: Communications in Computer and Information Science

ISSN: 1865-0929

eISSN: 1865-0937

Publication year: 2019

Number in series: 1164

Pages range: 179-194

Number of pages in the book: 277

Publisher: Springer

Place of Publication: Cham

Publication country: Switzerland

Publication language: English

DOI: https://doi.org/10.1007/978-3-030-37983-4_14

Publication open access: Not open

Publication channel open access:

Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/67597


Abstract

Virtual reality (VR) and VR gaming have seen substantial advancement during the recent years both in terms of technological development and the number of users. A notable rise has also occurred in the number of VR arcades. Despite the growing academic interest towards VR and VR gaming, there is still a dearth of understanding on the usage aspects of VR gaming and VR arcades. To address this gap, this study explored the habits of using VR arcades with emphasis on digital gaming. Specific focus was set on investigating differences between gender, age, and physical activity background. The study was exploratory in nature and based on a quantitative analysis of data collected from 126 respondents in Finland. The findings of this study bring new knowledge to this emerging subject, and thus, extend our understanding on the habits of using VR arcades and VR games. The study shows that digital gaming is clearly the most popular form of entertainment in VR arcades. Also, for the vast majority, the main purpose to visit VR arcades is gaming for fun, and it is more popular to visit VR arcades together with others than alone. The findings also demonstrate how VR gaming can be a new frontier for exergaming. Gender, age, and physical activity background differences are discussed. As a practical contribution, the findings are used to present implications for VR gaming and VR arcade stakeholders.


Keywords: virtual reality; digital games

Free keywords: VR; VR arcade; digital gaming; exergaming; entertainment; usage habits


Contributing organizations


Ministry reporting: Yes

Reporting Year: 2019

JUFO rating: 1


Last updated on 2021-09-06 at 08:42