Towards the Gamification of VR Authoring Environments
Abstract
The creation of content for educational Virtual Reality (VR) environments is still challenging - particularly for non-experts in the field of VR, resulting in a lack of motivation. Gamification is a tool that has shown motivational benefits in different fields, however, it remains unclear if and how it can be applied to VR authoring. In this paper, we investigate the use of established lightweight gamification mechanics within a VR authoring tool and conclude (based on user study) that our gamification improved the software quality by pragmatic qualities.
BibTeX
@inproceedings {10.2312:egve.20221291,
booktitle = {ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {Theophilus Teo and Ryota Kondo},
title = {{Towards the Gamification of VR Authoring Environments}},
author = {Horst, Robin and Schmitt, Marcel and Leipe, Andreas and Naraghi-Taghi-Off, Ramtin and Dörner, Ralf},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {10.2312/egve.20221291}
}
booktitle = {ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {Theophilus Teo and Ryota Kondo},
title = {{Towards the Gamification of VR Authoring Environments}},
author = {Horst, Robin and Schmitt, Marcel and Leipe, Andreas and Naraghi-Taghi-Off, Ramtin and Dörner, Ralf},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {10.2312/egve.20221291}
}
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Except where otherwise noted, this item's license is described as Attribution 4.0 International License
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