
Research Article
User Experience of Gamified Virtual Reality (VR) in Sport: A Review
@INPROCEEDINGS{10.1007/978-3-030-51005-3_36, author={Nurshamine Nazira Nor and Mohd Shahrizal Sunar and Azyan Yusra Kapi}, title={User Experience of Gamified Virtual Reality (VR) in Sport: A Review}, proceedings={Science and Technologies for Smart Cities. 5th EAI International Summit, SmartCity360, Braga, Portugal, December 4-6, 2019, Proceedings}, proceedings_a={SMARTCITY}, year={2020}, month={7}, keywords={Virtual reality Gamification Sports}, doi={10.1007/978-3-030-51005-3_36} }
- Nurshamine Nazira Nor
Mohd Shahrizal Sunar
Azyan Yusra Kapi
Year: 2020
User Experience of Gamified Virtual Reality (VR) in Sport: A Review
SMARTCITY
Springer
DOI: 10.1007/978-3-030-51005-3_36
Abstract
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.