Mixed reality game

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A mixed reality game (or hybrid reality game) blends elements of both the real and virtual worlds, allowing players to interact with both reality and virtual reality simultaneously. [1] According to Souza de Silva and Sutko, the defining characteristic of such games is their "lack of primary play space; these games are played simultaneously in physical, digital or represented spaces (such as a game board)". [2]

Contents

Based on the virtuality continuum defined by Paul Milgram and Fumio Kishino, virtual reality (VR) games differ from mixed reality (MR) games, as VR games occur entirely in virtual environments without interaction with physical spaces. MR games span entertainment and healthcare applications, with notable examples including Pokémon GO and Harry Potter: Wizards Unite. Souza de Silva and Sutko state that pervasive games are a subset of hybrid reality games.

Virtual Reality vs. Augmented Reality vs. Mixed Reality

VR, AR, and MR are all very similar so it can be hard to tell the difference between them. The easiest way to distinguish between them is how the player interacts with their real life environment while playing the game.

VR games have the player completely immersed in a 360 degree virtual reality with no connection to the outside world. AR games blend reality and allow players to remain grounded in reality with virtual elements such as audio, text, or video graphics superimposed onto their physical environment. However AR overalls cannot interact with their environment. Finally, MR overlays the real world with digital elements in a way that allows them to coexist and interact with each other in real time. [3]

Applications in Healthcare

According to a business survey report conducted by the AR/VR/MR industry in 2020, experts predict that mixed reality technologies could influence healthcare by enabling interactive training and remote diagnostics; however, these benefits are still subject to further empirical validation. [4]

Examples of Mixed Reality Games (A-Z)

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience that combines the real world and computer-generated 3D content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. As such, it is one of the key technologies in the reality-virtuality continuum.

<span class="mw-page-title-main">Computer-mediated reality</span> Ability to manipulate ones perception of reality through the use of a computer

Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.

<span class="mw-page-title-main">Mixed reality</span> Merging of real and virtual worlds to produce new environments

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

<span class="mw-page-title-main">Head-mounted display</span> Type of display device

A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one or each eye. HMDs have many uses including gaming, aviation, engineering, and medicine.

<span class="mw-page-title-main">Metaverse</span> Collective three-dimensional virtual shared space

The metaverse is a loosely defined term referring to virtual worlds in which users represented by avatars interact, usually in 3D and focused on social and economic connection.

<span class="mw-page-title-main">Fitness game</span> Video games that are also a form of exercise

Fitness game, exergame, and gamercise are terms used for video games that are also a form of exercise. Fitness games rely on technology that tracks body movement or reaction. The genre has been used to challenge the stereotype of gaming as a sedentary activity, and promoting an active lifestyle among gamers. Fitness games are seen as evolving from technology aimed at making exercise more fun.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

A pervasive game is one where the gaming experience is extended out into the real world, or where the fictional world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "games that surround you," while Montola, Stenros, and Waern's book Pervasive Games defines them as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially." The concept of a "magic circle" draws from the work of Johan Huizinga, who describes the boundaries of play.

<i>Ingress</i> (video game) Location-based augmented reality mobile game

Ingress is an augmented reality (AR) mobile game developed and published by Niantic for Android and iOS devices. The game was first released on December 14, 2013, for Android devices and then for iOS devices on July 14, 2014. The game is free-to-play, uses a freemium business model, and supports in-app purchases for additional in-game items. The mobile app has been downloaded more than 20 million times worldwide as of November 2018.

<span class="mw-page-title-main">Location-based game</span> Game which reacts to the players location

A location-based game is a type of game in which the gameplay evolves and progresses via a player's real world location. Location-based games must provide some mechanism to allow the player to report their location, usually with GPS. Many location-based video games are video games that run on a mobile phone, using its GPS capability.

<span class="mw-page-title-main">Niantic, Inc.</span> Mobile app and video game development company

Niantic, Inc. is an American software development company based in San Francisco. Niantic is best known for developing the augmented reality mobile games Ingress and Pokémon Go. The company was formed as Niantic Labs in 2010 as an internal startup within Google. The company became an independent entity in October 2015 when Google restructured under Alphabet Inc. Niantic has additional offices in Bellevue, Los Angeles, Sunnyvale, Seattle, Lawrence, Tokyo, London, Hamburg, and Zürich.

A transreality game, sometimes written as trans-reality game, describes a type of video game or a mode of gameplay that combines playing a game in a virtual environment with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of gamification, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions.

<span class="mw-page-title-main">Windows Mixed Reality</span> Mixed reality platform

Windows Mixed Reality (WMR) is a discontinued platform by Microsoft which provides augmented reality and virtual reality experiences with compatible head-mounted displays.

<span class="mw-page-title-main">Extended reality</span> Combined real-and-virtual environment

Extended reality (XR) is an umbrella term to refer to augmented reality (AR), virtual reality (VR), and mixed reality (MR). The technology is intended to combine or mirror the physical world with a "digital twin world" able to interact with it, giving users an immersive experience by being in a virtual or augmented environment.

<span class="mw-page-title-main">Virtual reality headset</span> Head-mounted device that provides virtual reality for the wearer

A virtual reality headset is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games, but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world. AR headsets are similar to VR headsets, but AR headsets enable the user to see and interact with the outside world. Examples of AR headsets include the Apple Vision Pro and Meta Quest 3.

Foveated rendering is a rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

There are many applications of virtual reality (VR). Applications have been developed in a variety of domains, such as architectural and urban design, industrial designs, restorative nature experiences, healthcare and clinical therapies, digital marketing and activism, education and training, engineering and robotics, entertainment, virtual communities, fine arts, heritage and archaeology, occupational safety, as well as social science and psychology.

Cinematic virtual reality (Cine-VR) is an immersive experience where the audience can look around in 360 degrees while hearing spatialized audio specifically designed to reinforce the belief that the audience is actually in the virtual environment rather than watching it on a two-dimensional screen. Cine-VR is different from traditional Virtual Reality which uses computer generated worlds and characters more akin to interactive gaming engines, while cine-VR uses live images captured thorough a camera which makes it more like film.

Joseph J. LaViola Jr. is an American computer scientist, author, consultant, and academic. He holds the Charles N. Millican Professorship in Computer Science and leads the Interactive Computing Experiences Research Cluster at the University of Central Florida (UCF). He also serves as a Consultant at JJL Interface Consultants as well as co-founder of Fluidity Software.

References

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