The Future of VR-Based Video Games in Indonesia
Bibliographic Data
| ID | 22155155 |
|---|---|
| Authors | Sigied Himawan Yudhanto (0000-0002-2827-0067, Sebelas Maret University), Faizal Risdianto (0000-0002-0422-9166, corresponding author), UIN Salatiga English Education Department |
| Year | 2023 |
| Volume | 7 |
| Issue | 1 |
| Publication date | 2023-04-27 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | The Chitrolekha Journal on Art and Design (JOURNAL) |
| Journal identifiers | ISSN: 2456-978X • E-ISSN: 2456-978X |
| Publisher | Aesthetics Media Services (PUBLISHER) |
| DOI | 10.21659/cjad.71.v7n102 |
| OpenAlex | W4393009201 |
| Language | EN |
| References cited | 7 |
VR devices are now part of the world’s gaming industry. VR is here to make the gaming experience more immersive. The potential for these VR devices to play video games is huge, but it is very rarely found and used by gamers in Indonesia. VR devices are more often used found in campus computer laboratories for experimentation, or as a learning process, and the gamers in Indonesia also don’t see VR devices as a new medium to get new experiences in playing games. This paper raises several issues regarding the future of VR in Indonesia
Human–computer interaction · Multimedia · Video game · Virtual reality · Augmented Reality Applications · Computer Science · Interactive and Immersive Displays · Virtual Reality Applications and Impacts
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| Highly cited | No |
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