C6. Design for Physical Activity & Inclusion

“I am able to play the game regardless of my physical appearance (height, weight, etc). If the game requires specific physical capabilities to play, but I lack those capabilities, alternatives are also provided so that I am still able to enjoy the game.”

VR games are designed for physicality, but provide alternatives for players who cannot be as physically active.

VR games are naturally created to have an element of physicality by having controls involving player movement (hands, feet, head, etc). While the physical aspects of VR games are unique, players are also able to enjoy the game without the physical elements if they are unable or are unwilling to be physically active. The game provides alternatives for both these cases so players of all physical types can enjoy the experience.

Examples (adhered):

  • Hover Junkers: Players move around the in-game world on a macro scale using a manual tool rather than physically traversing the world by walking. This reduces the physical strain on the player while still maintaining the degree of control that players desire. Small movements within their ship are still performed by walking, giving a combination of precise movements and large-scale exploration without need for cuts between different areas of the world.
  • Eagle Flight: Players can control their physical movements by tilting their heads from side to side, rather than turning their heads into uncomfortable positions or running around to the point of exhaustion.
  • The Soulkeeper: Players have the choice of physically moving in the game (walking around/turning their head) or just using the controller if they wish to stay stationary (right trackpad for moving/left trackpad for turning directions). The player expresses gratitude for the different options.

Examples (violated):

  • Job Simulator: The player says, “I’m actually getting quite tired doing this - actual movement.” He is tired from the simple (but repetitive) motions of picking up objects and moving around in his small office cubicle space.
  • Tilt Brush: The player was frustrated that he could not use his dominant hand for more delicate tasks, such as drawing. In fact, he could have done so by switching which controller he held in which hand, but he tried to do so through an in-game menu instead.
  • Minecraft VR: The player dies to a zombie while trying to kill it with a sword. He is using the stab trigger (the less physically strenuous option) rather than swinging his controller, and says that swinging his controller might be more effective but would tire him out. He finds it frustrating that the alternative (less strenuous) option is not as effective.