IDEAS home Printed from https://ideas.repec.org/a/eee/teinso/v78y2024ics0160791x24002215.html
   My bibliography  Save this article

Analysis of asymmetric VR games – Steam platform case study

Author

Listed:
  • Stecuła, Kinga

Abstract

The paper presents research on the topic of asymmetric virtual reality (VR) games. These types of applications are in the development phase when it comes to their presence on the market, range, amount, and popularity. This research discusses the original topic, as it is still a niche compared to video games and even to VR applications on the market. The article presents a quantitative analysis of asymmetric VR applications available in the international market. One of the popular gaming platforms, Steam, was chosen as a subject for the case study in this investigation. The objectives of the conducted research include, first, a quantitative analysis and presentation of up-to-date data on asymmetric VR games available on Steam; then, providing and systematizing new knowledge about the asymmetric VR term, identifying the nature of asymmetric VR games, and finally, recognition of the current situation and the latest trends within the concept of asymmetric VR. Based on the results, it was concluded that the dominating genre of asymmetric VR was action (49.4 %), indie (46.0 %) and casual (45.4 %), followed by simulation (37.4 %). Most of the games were available in English (96.6 %), and far behind English, there were French and German languages (30.5 %), and then Spanish – Spain (28.2 %), Russian (27 %), Japanese (25.9 %), simplified Chinese (25.3 %) and others. The analysis of user re-views on Steam that asymmetric VR receive favorable feedback, with ‘very positive’ as the most prevalent label, representing 35.0 % of analyzed games. Notably, only four games achieved the ‘overwhelmingly positive’ label, including ‘Keep Talking and Nobody Explodes’ in the basic version and in the version with soundtrack (97 % positive reviews), ‘Rock Life: The Rock Simulator’ (95 % positive reviews), and ‘IronWolf VR’ (95 % positive reviews). Last but not least, the paper describes the features of the analyzed asymmetric VR application. The results of the research make a contribution to the field and provide new knowledge on the following: the new subarea of VR, the nature of asymmetric VR (author's concept), human behavior and interaction in asymmetric virtual gameplay, and communication in asymmetric VR.

Suggested Citation

  • Stecuła, Kinga, 2024. "Analysis of asymmetric VR games – Steam platform case study," Technology in Society, Elsevier, vol. 78(C).
  • Handle: RePEc:eee:teinso:v:78:y:2024:i:c:s0160791x24002215
    DOI: 10.1016/j.techsoc.2024.102673
    as

    Download full text from publisher

    File URL: http://www.sciencedirect.com/science/article/pii/S0160791X24002215
    Download Restriction: Full text for ScienceDirect subscribers only

    File URL: https://libkey.io/10.1016/j.techsoc.2024.102673?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    As the access to this document is restricted, you may want to search for a different version of it.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:eee:teinso:v:78:y:2024:i:c:s0160791x24002215. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    We have no bibliographic references for this item. You can help adding them by using this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Catherine Liu (email available below). General contact details of provider: https://www.journals.elsevier.com/technology-in-society .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.