Health issues with virtual reality displays: what we do know and what we don't
ACM SIGGRAPH Computer Graphics
“Complete freedom of movement”: video games as gendered play spaces
From Barbie to Mortal Kombat
The Ultimate History of Video Games: From Pong to Pokemon--the Story behind the Craze That Touched Our Lives and Changed the World
Rendering for an interactive 360° light field display
ACM SIGGRAPH 2007 papers
YouDash3D: exploring depth-based game mechanics and stereoscopic video in S3D gaming
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Understanding user experience in stereoscopic 3D games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.00 |
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.