The evolution of computer games: from 2D to VR – what do students prefer today?

This study explores the evolution of computer games from traditional 2D titles to modern 3D and virtual reality (VR) formats, focusing on current preferences among university students. A short survey was conducted among students from several universities in Bishkek to understand which game formats they prefer and why. The results indicate that 3D games remain the most popular choice due to accessibility, realism, and balanced hardware requirements, while VR is seen as exciting but less accessible due to its cost and equipment limitations. The paper discusses these findings in relation to broader trends in digital culture and student gaming habits.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-11-28
DOI
https://doi.org/10.5281/zenodo.17753844
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
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article

The evolution of computer games: from 2D to VR – what do students prefer today?

Zenodo (CERN European Organization for Nuclear Research)
Virtual Reality Applications and Impacts
article

The evolution of computer games: from 2D to VR – what do students prefer today?

article en

Abstract

This study explores the evolution of computer games from traditional 2D titles to modern 3D and virtual reality (VR) formats, focusing on current preferences among university students. A short survey was conducted among students from several universities in Bishkek to understand which game formats they prefer and why. The results indicate that 3D games remain the most popular choice due to accessibility, realism, and balanced hardware requirements, while VR is seen as exciting but less accessible due to its cost and equipment limitations. The paper discusses these findings in relation to broader trends in digital culture and student gaming habits.

Zenodo (CERN European Organization for Nuclear Research)
Ala-Too International University (KG)
Quality Education
Openalex Percentile: Top 41%
Virtual Reality Applications and Impacts
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