Effectiveness of virtual reality in gamers versus non-gamers

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dc.contributor.advisor Human, Renee
dc.contributor.author Thiebaut, Chase
dc.date.accessioned 2017-08-01T17:59:03Z
dc.date.available 2017-08-01T17:59:03Z
dc.date.issued 2017-05
dc.identifier.other A-380
dc.identifier.uri http://cardinalscholar.bsu.edu/handle/123456789/200897
dc.description.abstract In 2013, a new generation of consumer virtual reality systems began to be developed and marketed towards people with experience playing 3D video games. Since then, the consumer virtual reality market has increased dramatically with many virtual reality devices and pieces of software being available on the market today with garners still being a focus of much of the market. While a lot of research has gone into virtual reality over the years, little of it has focused on whether or not garners experience virtual reality in a different way than people without experience playing video games. This paper explores research that has been conducted on virtual reality through this lens and asserts that more experimental research should be conducted with virtual reality's effectiveness with garners and non-garners as this may dramatically influence the direction of virtual reality hardware and software in the coming years. en_US
dc.description.sponsorship Honors College
dc.subject.lcsh Virtual reality.
dc.title Effectiveness of virtual reality in gamers versus non-gamers en_US
dc.type Undergraduate senior honors thesis.
dc.description.degree Thesis (B.?) en_US
dc.identifier.cardcat-url http://liblink.bsu.edu/uhtbin/catkey/1852183

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  • Undergraduate Honors Theses [5596]
    Honors theses submitted to the Honors College by Ball State University undergraduate students in partial fulfillment of degree requirements.

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