Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives
Authors
Title of the Paper
Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives
Paper Information
- Subject Area: Audience experience and content delivery in virtual reality (VR) games
- Keywords: Virtual reality, gaming, audience experience, video streaming, first-person perspective, third-person perspective
Research Background and Problem
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Identified Issues or Challenges:
The streaming experience of traditional non-VR games primarily focuses on the player's in-game perspective. However, effectively conveying the immersive experience of VR games to audiences watching on standard 2D displays remains a challenge. Two commonly used streaming perspectives—player's first-person perspective and mixed-reality third-person perspective—each have their own advantages and disadvantages. There is a lack of systematic research to optimize audience experience for these two perspectives. -
Significance:
As virtual reality technology gains acceptance in the consumer market, effectively showcasing its unique gameplay and interactive features through streaming will directly influence the adoption and demand for VR games. -
Research Motivation and Related Work:
While many studies have explored the experience and motivations of game video audiences, most have focused on non-VR games. Research on the audience experience of VR games, particularly the preferences and needs of online viewers, remains limited. The authors aim to explore the differences between "first-person" and "third-person" perspectives to provide design recommendations for VR game video streaming.
Solution
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Proposed Research Method:
The authors designed and conducted an online survey, collecting data from 217 participants. These participants watched videos of three well-known VR games (Beat Saber, Superhot VR, and Stand Out: VR Battle Royale) from both perspectives and provided evaluations. -
Innovative Aspects:
This is the first systematic study examining the impact of first-person and third-person perspectives on audience experience in VR games. It not only focuses on overall preferences but also analyzes how different game types influence audience choices, offering preliminary design recommendations. -
Implementation Steps and Key Techniques:
- Select three representative VR games to ensure diversity (in terms of rhythm, focus, movement, etc.).
- Use LIV software to create mixed-reality third-person perspective videos, embedding the player into the virtual world using green screen technology.
- Design a survey questionnaire to evaluate audience viewing experiences for both perspectives.
- Collect data and perform statistical analysis, covering dimensions such as preference, viewing enjoyment, clarity, and engagement.
Research Findings
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Specific Results:
- The first-person perspective was generally more popular (134 participants chose the first-person perspective, while 60 chose the third-person perspective).
- The first-person perspective was perceived to have better focus on game actions, higher immersion, and greater clarity; however, some viewers reported feelings of dizziness or discomfort while watching.
- The third-person perspective was more suitable for games with significant real-world motion interaction (e.g., Beat Saber), as it allowed viewers to see how the player interacted with the virtual environment.
- Game type significantly influenced perspective choice. For fast-paced, high-action-mapping games (e.g., Beat Saber), the third-person perspective performed better, while for games with dynamic actions farther from the player's position (e.g., Stand Out), the first-person perspective had a clear advantage.
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Comparison with Existing Solutions:
This study provides systematic data and analysis comparing different streaming perspectives, clarifying their respective strengths and weaknesses in practical applications. Compared to solely adopting the traditional first-person or third-person perspective, the study suggests considering game type and audience needs comprehensively to enhance the viewing experience. -
Experimental or Evaluation Results:
Significant differences were observed in viewing experience dimensions (e.g., enjoyment, clarity, and engagement) across the three games and two perspectives. The advantages and disadvantages of different perspectives were quantified and validated through interviews and quantitative questionnaires. -
Limitations and Future Directions:
- Research limitations: The study only covered three types of games; future research should expand to other VR game genres (e.g., role-playing games).
- More complex streaming combinations, such as dynamic third-person cameras or picture-in-picture mechanisms, were not explored.
- The online survey did not address the social interaction aspects of live streaming experiences; future studies should investigate audience behavior on actual live streaming platforms.
- Further research is recommended to explore how the viewing experience of VR headset users differs from that of traditional screen viewers.
Through this study, the authors provide valuable preliminary design guidelines for VR content creators, helping to optimize the delivery of video content and enhance the appeal of VR games to a broader audience.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- How do first-person and third-person perspectives differ in viewer experience for VR game streaming?Category: Platform Participation and Social Interaction Coordination NeedsSimilar questionsarrow_forward
- Which streaming perspective suits different types of VR games to enhance viewer experience?Category: Platform Participation and Social Interaction Coordination NeedsSimilar questionsarrow_forward
- How can VR game streaming content design be optimized based on viewer needs?Category: Platform Participation and Social Interaction Coordination NeedsSimilar questionsarrow_forward
Practical Problems
1- Viewers watching VR games on 2D screens cannot achieve an ideal immersive experience.Category: Platform Participation and Social Interaction Coordination NeedsSimilar questionsarrow_forward
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