Challenges for success in stereo gaming: a Virtual Boy case study

  • Authors:
  • Matt Zachara;José P. Zagal

  • Affiliations:
  • DePaul University, Chicago, IL;DePaul University, Chicago, IL

  • Venue:
  • Proceedings of the International Conference on Advances in Computer Enterntainment Technology
  • Year:
  • 2009

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Abstract

Stereo video stands to revolutionize the medium of videogames in the same way that stereo sound revolutionized the audio experience. It is a pending revolution. Despite years of research, development, and hype, 3D stereo video ubiquity in videogames has yet to be observed. Using Nintendo's Virtual Boy (VB) gaming platform as a case-study, we explore why the revolution hasn't yet happened. We identify six factors that played a significant role in VB's failure: its lack of defined identity as a product, a comparatively weak display, its socially isolating game experience, purported negative effects, the challenges in explaining and demonstrating stereoscopic gaming, and its lack of a must-have game. We note that the factors we identify aren't just technological and that they interact in confounding ways. Nearly fifteen years after the introduction of the VB, new technologies may address the original VB's technical shortcomings, but not necessarily the others. There is currently still an issue with raising the bar on consumer's expectations as well as encouraging game designers to explore the design space offered by stereoscopic video.