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.

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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
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article

To be Non-human: From Player Reviews to Design Opportunities for VR Animal Games

Mar Canet Solà, Tengjia Zuo, Shuai Liu, Siqi Yu et al.
Proceedings of the ACM on Human-Computer Interaction
Virtual Reality Applications and Impacts
article

To be Non-human: From Player Reviews to Design Opportunities for VR Animal Games

Mar Canet Solà, Tengjia Zuo, Shuai Liu, Siqi Yu, Yiqing Tian
article en

Abstract

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.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
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)
Openalex Percentile: Top 11%
Virtual Reality Applications and Impacts
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