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The Future of VR-Based Video Games in Indonesia

Bibliographic Data

ID22155155
AuthorsSigied Himawan Yudhanto (0000-0002-2827-0067, Sebelas Maret University), Faizal Risdianto (0000-0002-0422-9166, corresponding author), UIN Salatiga English Education Department
Year2023
Volume7
Issue1
Publication date2023-04-27
Open AccessYes
TypeARTICLE
VenueThe Chitrolekha Journal on Art and Design (JOURNAL)
Journal identifiersISSN: 2456-978X • E-ISSN: 2456-978X
PublisherAesthetics Media Services (PUBLISHER)
DOI10.21659/cjad.71.v7n102
OpenAlexW4393009201
LanguageEN
References cited7

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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