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Does Virtual Reality Gaming Evokes Stronger Brain Activities than Traditional Gaming?

On the Usage of Virtual Reality

Title: Does Virtual Reality Gaming Evokes Stronger Brain Activities than Traditional Gaming?

Research Paper (postgraduate) , 2018 , 14 Pages , Grade: 1,3

Autor:in: Marvin Brucker (Author)

Engineering - Computer Engineering
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Summary Excerpt Details

This paper evaluates whether virtual reality gaming evokes different brain activities than traditional gaming and how significant these differences are. Virtual reality influences an increasing number of areas in our daily entertainment life and reaches millions of people world-wide. While the underlying technology isn’t completely new, its wide distribution as a consumer market device on the other hand is a new and ongoing trend. One of the main fields of ap-plication for the modern virtual reality devices is the gaming domain. But besides an incredibly high degree of realism, players also report about dizziness, exhaustion and intoler-ances of this new way of gaming. To what extent virtual reality gaming has a different impact on the gamer than traditional gaming is highly relevant for different target groups.

Since this combination of virtual reality devices and gaming, which experiences a growing significance from a commercial and user-oriented point of view, has not been given much attention from a research perspective yet, the impact of virtual reality gaming on the user will be subject of this paper. More specifically, this paper evaluates whether virtual reality gaming evokes stronger brain activities than traditional gaming and how significant these are.

The paper is structured as follows. Based on the background, the problem statement and the resulting motivation of this paper will be illustrated in detail. The subsequent chapters will describe the experiment’s methodology, its procedure and the collected data with a following analysis and interpretation. Furthermore, the author will use the collected results and their respective interpretations to suggest future research.

Excerpt


Inhaltsverzeichnis (Table of Contents)

  • INTRODUCTION
    • Background
    • Problem Statement
    • Motivation
  • METHODOLOGY
    • Introduction
    • Questionnaire Development
    • Equipment and Materials
    • Participants
    • Game Characteristics and Task
    • Procedure
    • Methodological Problems
  • RESULTS
    • Brainwave results
    • Questionnaire Results
  • DISCUSSION
    • Analysis

Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)

This paper investigates the impact of virtual reality gaming on brain activity, comparing it to traditional gaming. The research focuses on identifying differences in brain activity patterns between virtual reality and traditional gaming. The paper aims to understand the neuronal differences in the two mediums to address the knowledge gap in virtual reality gaming research.

  • Brain activity patterns in virtual reality gaming vs. traditional gaming
  • Neuronal processes involved in gaming experiences
  • Implications for game development and user safety
  • The concept of presence and immersion in virtual reality gaming
  • Classification and suitability of virtual reality games for different target groups

Zusammenfassung der Kapitel (Chapter Summaries)

  • INTRODUCTION: This chapter provides an introduction to the study, outlining the background information, the problem statement, and the motivation behind this research. It emphasizes the growing popularity of virtual reality gaming and the lack of research exploring its impacts on the user.
  • METHODOLOGY: This chapter delves into the methodology used for the pilot study, detailing the questionnaire development, equipment used, participant selection, game characteristics, and the procedure followed during the experiment. It also acknowledges and addresses potential methodological challenges encountered during the experiment.
  • RESULTS: This chapter presents the findings from the experiment, including the brainwave data and the results from the questionnaire. It analyzes the data collected from the participants' brain activity and their subjective responses.
  • DISCUSSION: This chapter analyzes the results obtained in the previous chapter, focusing on the six hypotheses formulated regarding brain activity differences between virtual reality and traditional gaming. It examines the findings using a paired t-Test and interprets the implications for virtual reality gaming research and development.

Schlüsselwörter (Keywords)

This paper focuses on the key terms and concepts of virtual reality, gaming, brain activity, presence, immersion, user experience, and neuroheadset data analysis. The study examines the impact of virtual reality gaming on the user, specifically focusing on the differences in brain activity patterns compared to traditional gaming. The research also explores the implications of these findings for game development and user safety.

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Details

Title
Does Virtual Reality Gaming Evokes Stronger Brain Activities than Traditional Gaming?
Subtitle
On the Usage of Virtual Reality
College
Xi’an Jiaotong-Liverpool University
Grade
1,3
Author
Marvin Brucker (Author)
Publication Year
2018
Pages
14
Catalog Number
V463908
ISBN (eBook)
9783668931121
ISBN (Book)
9783668931138
Language
English
Tags
does virtual reality gaming evokes stronger brain activities traditional usage
Product Safety
GRIN Publishing GmbH
Quote paper
Marvin Brucker (Author), 2018, Does Virtual Reality Gaming Evokes Stronger Brain Activities than Traditional Gaming?, Munich, GRIN Verlag, https://www.grin.com/document/463908
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