“VRIFICATION”: APPLYING VIRTUAL REALITY TO DIGITAL GAMES Daniel P. O. Wiedemann Peter Passmore Magnus Moar Department of Media Department of Computer Science Department of Media Middlesex University Middlesex University Middlesex University The Burroughs, London, NW4 4BT The Burroughs, London, NW4 4BT The Burroughs, London, NW4 4BT United Kingdom United Kingdom United Kingdom E-mail:
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[email protected] KEYWORDS nificance of gaming and play in it, a need to address this Interface, Virtual Reality, VRification, Pure-VR, Former- shift from common screen-based digital gaming to VR gam- non-VR, Game Development, Game Design. ing seems apparent. ABSTRACT Examining the topics and products presented at current gam- ing and other consumer oriented conferences (e.g. Game In the following, we discuss the process of applying virtual Developers Conference, Electronic Entertainment Expo and reality to digital games. We named this process “VRifica- QuakeCon), VR seems among the top trends. By introducing tion” and will elaborate on some of its opportunities and its head mounted display Oculus Rift, Oculus VR revived issues. Based on a literature survey and professional practice, VR technology (Rubin 2014). Its affordability and wide de- this work covers several examples of VR games, which were veloper base has led to an expansion of VR applications. intended as such from the beginning (Job Simulator and This resulted in applying VR to digital games and other non- Lucky’s Tale) and others, which were ported to VR after entertainment forms of digital applications. A process we their initial release (DOOM VR and LizzE).