To be Non-human: From Player Reviews to Design Opportunities for VR Animal Games
This study investigates the design of non-human animal embodiment in Virtual Reality games to address the gaps in XR animal embodiment, authenticity, and de-anthropocentric game design. Through a thematic analysis of player reviews (Study 1), we identified four interaction types that demonstrated how anthropocentric logic often limits immersion. Subsequently, six co-design workshops (Study 2) with 18 participants elicited 12 actionable design opportunities. Our findings suggest that effective de-anthropocentric design should prioritize selective mimicry and algorithmic assistance over full morphological simulation. This work bridges theory and practice, providing design pathways for creating transformative non-human perspectives in immersive environments.
Authors
- Mar Canet Solà (ORCID: https://orcid.org/0000-0001-5986-3239)
- Tengjia Zuo (ORCID: https://orcid.org/0000-0002-2103-1899)
- Shuai Liu (ORCID: https://orcid.org/0009-0002-7640-5322)
- Siqi Yu (ORCID: https://orcid.org/0009-0003-8425-5747)
- Yiqing Tian
Institutions
- Academy of Media Arts Cologne (DE)
- Tallinn University (EE)
- Tamedia (Switzerland) (CH)
- The Hong Kong University of Science and Technology (Guangzhou) (CN)
- Goldsmiths University of London (GB)
Publication Details
- Journal
- Proceedings of the ACM on Human-Computer Interaction
- Published
- 2026-11-03
- DOI
- https://doi.org/10.1145/3831351
- Primary Topic
- Virtual Reality Applications and Impacts
- Type
- article
- Field-Weighted Citation Impact
- 0.00