Abstract
Recent advancements in social computing have led to a significant impact on the boundary between the virtual and real worlds. This study explores the virtual world within digital games, using a mean-end chain model and the laddering method to conduct in-depth interviews. It was found that Convenience, Interactions with others, and Ease of use, were the main design attributes for users. The main consequences for the user are discovered to be the Sense of physical presence and Physical or emotional reality is affected. Important values sought by the player are Self-fulfillment and Make life easier. Interestingly, while virtual worlds can have positive effects on users' real lives, they also introduce negative consequences, such as desensitization. In response to these findings, initial steps are proposed to address this issue, including the creation of a structural framework for users transitioning between virtual and real worlds. This framework offers theoretical guidance for future game product development in three-dimensional virtual environments, ultimately enhancing the player experience.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.