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A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Mingke Lyu | - |
| dc.contributor.author | Xinyi Shan | - |
| dc.contributor.author | 정진헌 | - |
| dc.date.accessioned | 2024-08-08T09:00:41Z | - |
| dc.date.available | 2024-08-08T09:00:41Z | - |
| dc.date.issued | 2023-12 | - |
| dc.identifier.issn | 2288-7202 | - |
| dc.identifier.issn | 2288-7318 | - |
| dc.identifier.uri | https://scholarworks.dongguk.edu/handle/sw.dongguk/20774 | - |
| dc.description.abstract | In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction. | - |
| dc.format.extent | 6 | - |
| dc.language | 영어 | - |
| dc.language.iso | ENG | - |
| dc.publisher | 국제문화기술진흥원 | - |
| dc.title | A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4> | - |
| dc.title.alternative | A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4> | - |
| dc.type | Article | - |
| dc.publisher.location | 대한민국 | - |
| dc.identifier.doi | 10.17703/IJACT.2023.11.4.340 | - |
| dc.identifier.bibliographicCitation | The International Journal of Advanced Culture Technology, v.11, no.4, pp 340 - 345 | - |
| dc.citation.title | The International Journal of Advanced Culture Technology | - |
| dc.citation.volume | 11 | - |
| dc.citation.number | 4 | - |
| dc.citation.startPage | 340 | - |
| dc.citation.endPage | 345 | - |
| dc.identifier.kciid | ART003035137 | - |
| dc.description.isOpenAccess | Y | - |
| dc.description.journalRegisteredClass | kci | - |
| dc.subject.keywordAuthor | <Resident Evil 4> | - |
| dc.subject.keywordAuthor | PC Game | - |
| dc.subject.keywordAuthor | VR Game | - |
| dc.subject.keywordAuthor | Game Development | - |
| dc.subject.keywordAuthor | Game Contents | - |
| dc.subject.keywordAuthor | User Experience | - |
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