Analisis Virtual Reality Pada Game VR Lounge Room Resident Evil 8 di Game Blink Playstation Padang

Virtual Reality (VR) technology has changed the paradigm in the video gaming industry by providing immersive immersive experiences to users. One prominent implementation is in the VR game Lounge Room Resident Evil 8, offered by Blink Playstation Padang. This research aims to analyze the impact of using VR technology on the experience of playing this game at Blink Playstation Padang, especially regarding the level of player satisfaction, level of immersion, and acceleration in improving the playing experience. The research method used is a qualitative approach with a case study design, involving data collection through surveys and interviews with players who have tried VR technology at the facility. The results show that the use of VR increases the immersion and responsiveness of the game, although it also poses challenges such as initial adaptation to the interface and device controls. Overall, players were satisfied with the experience of playing the VR Lounge Room Resident Evil 8 game on Blink Playstation Padang, with a high level of satisfaction with the visual-audio quality and interaction provided by VR technology. This study provides insight into the potential applications of VR technology in the video game industry and its implications for further development.

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Publication Details

Journal
Journal of Computer Science and Information Systems.
Published
2024-08-30
DOI
https://doi.org/10.36987/jcoins.v5i3.5950
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
0.00
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article

Analisis Virtual Reality Pada Game VR Lounge Room Resident Evil 8 di Game Blink Playstation Padang

Rini Novita, Topan Saputra, Agra Wiratama, Monica Wingsky et al.
Journal of Computer Science and Information Systems.
Augmented Reality Applications
article

Analisis Virtual Reality Pada Game VR Lounge Room Resident Evil 8 di Game Blink Playstation Padang

Rini Novita, Topan Saputra, Agra Wiratama, Monica Wingsky, Zahara Nadinda Viola, Firman Saputra, Muhammad Ikhsan Rusdi, Aidil Fitra Hadi
article en

Abstract

Virtual Reality (VR) technology has changed the paradigm in the video gaming industry by providing immersive immersive experiences to users. One prominent implementation is in the VR game Lounge Room Resident Evil 8, offered by Blink Playstation Padang. This research aims to analyze the impact of using VR technology on the experience of playing this game at Blink Playstation Padang, especially regarding the level of player satisfaction, level of immersion, and acceleration in improving the playing experience. The research method used is a qualitative approach with a case study design, involving data collection through surveys and interviews with players who have tried VR technology at the facility. The results show that the use of VR increases the immersion and responsiveness of the game, although it also poses challenges such as initial adaptation to the interface and device controls. Overall, players were satisfied with the experience of playing the VR Lounge Room Resident Evil 8 game on Blink Playstation Padang, with a high level of satisfaction with the visual-audio quality and interaction provided by VR technology. This study provides insight into the potential applications of VR technology in the video game industry and its implications for further development.

Journal of Computer Science and Information Systems.Vol. 5(3)
Universitas Muhammadiyah Sumatera Barat (ID)
Industry, innovation and infrastructure
Openalex Percentile: Top 85%
Augmented Reality Applications
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Analisis Virtual Reality Pada Game VR Lounge Room Resident Evil 8 di Game Blink Playstation Padang — Rini Novita, Topan Saputra, et al. · Journal of Computer Science and Information Systems. (2024) | TGRS Research Map | TGRS