Tasya Chayrina, Awalia Rahmatia, Adek Kurniawan, Nabila Aprilioni, Vidya Nofriza, Chelsy Putri, Rini Novita
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PENGGUNAAN VIRTUAL REALITY PADA GAME CREED: RISE TO GLORY-CHAMPIONS EDITION Tasya Chayrina, Awalia Rahmatia, Adek Kurniawan, Nabila Aprilioni, Vidya Nofriza, Chelsy Putri, Rini
ENTINAS: Jurnal Pendidikan dan Teknologi Pembelajaran Vol. 2 No. 2 (2024): JULI-DESEMBER
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

The use of Virtual Reality (VR) in the gaming industry has experienced rapid growth, providing immersive and immersive gaming experiences. This research explores the application of VR in the game "Creed: Rise to Glory - Champions Edition," a boxing game that utilizes VR technology to create a realistic experience. The research focus includes evaluating the gaming experience, health benefits, technical challenges, and social impacts of VR use. Findings show that the game provides a highly immersive experience with responsive motion controls, increasing players' emotional and physical engagement. Apart from being entertainment, "Creed: Rise to Glory - Champions Edition" also proves the potential to improve cardiovascular fitness, muscle strength and body coordination through physical activities integrated in the gameplay. However, VR use also faces challenges such as cybersickness and technical issues related to hardware performance. Social implications including potential social isolation due to excessive use are also a concern.Thus, this research concludes that VR has great potential to change the interaction paradigm in the gaming industry, but requires careful technical development and risk management to maximize its benefits for users.
PENGGUNAAN VIRTUAL REALITY PADA GAME CREED : RISE TO GLORY-CHAMPIONS EDITION DI GAME BLINK PADANG Tasya Chayrina, Awalia Rahmatia, Adek Kurniawan, Nabila Aprilioni, Vidya Nofriza, Chelsy Putri, Rini
Jurnal Komunikasi Vol. 2 No. 8 (2024): Agustus
Publisher : ADISAM PUBLISHER

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Abstract

The development of Virtual Reality (VR) technology has changed the paradigm in the entertainment industry, especially in the context of games. This research explores the use of VR in the game "Creed: Rise to Glory - Champions Edition" at Game Blink Padang as a case study to understand the impact of VR technology on user experience, local economy, and education. Qualitative research methods were used to analyze user perceptions and the physical and psychological effects of VR use. The research results show that VR enhances the immersive experience and user satisfaction with the sensation of being deeply present in the virtual environment. Apart from that, the use of VR in Game Blink Padang also has the potential to increase local economic growth through increasing visits and income from technological tourism. The implications of this study include the potential of VR in education and training, as well as challenges such as hardware costs and health issues. These results provide insight into how VR can be a driver of innovation and development of the entertainment industry in the Padang region and its surroundings.