Virtual Reality (VR) technology has evolved widely over the previous few years. VR Head Mounted Display (HMD) of various complexities are created for the commercial market and have been used much further than just entertainment games: education, museums, marketing and a broad variety of healthcare problems are now partially covered by VR applications. This paper’s primary aim is summarized as follows: 1) to analyze the element of gamification in sports; 2) to analyze the user experience of VR in sports applications; 3) identify aspect of gamified virtual reality recognized by respondents. The input to this assessment is to analyze the aspect of gamification and the component of VR which is not being implemented or which may result in user experience failure.
CITATION STYLE
Nor, N. N., Sunar, M. S., & Kapi, A. Y. (2020). User experience of gamified virtual reality (vr) in sport: A review. In Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST (Vol. 323 LNICST, pp. 440–449). Springer. https://doi.org/10.1007/978-3-030-51005-3_36
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