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2011 16th International Conference on Computer Games (CGAMES) (2011)
Louisville, KY
July 27, 2011 to July 30, 2011
ISBN: 978-1-4577-1451-1
pp: 148-155
Noel Mahoney , Sch. of Comput. & Math., Univ. of Derby, Derby, UK
Andreas Oikonomou , Sch. of Comput. & Math., Univ. of Derby, Derby, UK
David Wilson , Sch. of Comput. & Math., Univ. of Derby, Derby, UK
ABSTRACT
This research investigates if there is potential for opening up new experiences in games using stereoscopic 3D. For games to work in S-3D they need be designed from the start to make best use of the technology. The research approach adopted was a practical investigation using volunteers to play 2D and S-3D games before answering a questionnaire on the effects of stereoscopic 3D in gameplay. The findings show that games that were designed to work in 2D that were subsequently converted to S-3D do not transfer very well. Overall the study found that games targeted to stereoscopic 3D audiences and devices must be designed from the start with stereoscopic 3D in mind. To ensure S-3D can increase immersion, designers must focus on building in the key elements of immersion that can only be achieved in S-3D.
INDEX TERMS
stereoscopic 3D devices, stereoscopic 3D audiences, video games, S-3D games
CITATION

D. Wilson, N. Mahoney and A. Oikonomou, "Stereoscopic 3D in video games: A review of current design practices and challenges," 2011 16th International Conference on Computer Games (CGAMES), Louisville, KY, 2011, pp. 148-155.
doi:10.1109/CGAMES.2011.6000331
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