HUMANITIS : Jurnal Humaniora, Sosial dan Bisnis
Vol. 2 No. 8 (2024): Agustus

ANALISIS VIRTUAL REALITY PADA GAME VR CRAZY BOXING DI GAME BLINK PLAYSTATION PADANG

Rini Novita, Adinda Novidia Sari, Dimas Wahyu Pratama, Reski Budiman, Fitria Marwa, Febi Rahma Yani, (Unknown)



Article Info

Publish Date
11 Jul 2024

Abstract

This research examines the implementation of Virtual Reality (VR) technology in the boxing game "GameBlink: Crazy Boxing Game". The main goal is to analyze the technical aspects and user experience of the VR game. The methodology used includes live testing of the game, analysis of VR features, as well as a survey of 50 players with various levels of VR experience. Results show that the game succeeds in creating an immersive boxing experience, with an average immersion score of 8.2/10. Hand motion tracking has 95% accuracy, contributing significantly to gameplay realism. Interactive 3D environments and spatial audio enhance the sense of presence, with 88% of respondents reporting high levels of presence. However, 35% of players reported discomfort after 30 minutes of play, indicating areas that need improvement.

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Journal Info

Abbrev

hms

Publisher

Subject

Religion Humanities Education Public Health Social Sciences

Description

jurnal peer-review, dan mengkhususkan diri dalam penelitian lapangan dan kajian referensi yang berkaitan dengan Humaniora, ilmu pengetahuan, dan bisnis. Lingkup bidang pada jurnal ini yaitu bidang Humaniora meliputi: Bahasa dan Linguistik, Sejarah, Sastra, Seni Pertunjukan, Filsafat, Agama, Seni ...