HCJan 12, 2021

Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives

arXiv:2101.04449v125 citations
Originality Synthesis-oriented
AI Analysis

This addresses the problem of optimizing spectator experience for VR game streamers, though it is incremental as it compares existing perspectives.

The study compared first-person and third-person perspectives for streaming VR games, finding that most viewers prefer first-person due to better focus on in-game actions and higher involvement, based on an online survey with 217 participants across three games.

The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly unimportant for the overall impression. In VR, the immersive full-body interaction is a crucial part of the player experience. Hence, content creators, such as streamers, often rely on green screens or similar solutions to offer a mixed-reality third-person view to disclose their full-body actions. Our work compares the most popular realizations of the first-person and the third-person perspective in an online survey (N=217) with three different VR games. Contrary to the current trend to stream in third-person, our key result is that most viewers prefer the first-person version, which they attribute mostly to the better focus on in-game actions and higher involvement. Based on the study insights, we provide design recommendations for both perspectives.

Foundations

The foundational work for this paper's niche, ranked by how specifically the neighbourhood builds on it — not by global fame.

Your Notes