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Game thinking on XR virtual reality (simulation)

Game thinking on XR virtual reality (simulation) pan-game content design
The aspects that affect the experience have been mentioned above, but the content is not systematic and intuitive enough. Regarding the game experience, we will continue to communicate from the following levels.

1) User level

People perceive everything through seeing, hearing, touching, thinking, etc.
Whether it is games or XR virtual reality (simulation training) and other pan-game content design, the design HE Tuber should be based on human perception, behavior and habits - that is, human-centered.
Human beings have habitual behaviors, emotions, and general rules for cognition of things. Various characteristics of people will also appear in the game, including emotional resonance of surprise, loss, and curiosity, confidence in overcoming challenges, satisfaction in achieving success, WASD operating habits, etc.
Designing games or products that conform to user habits, emotional traits, and cognitive patterns embodies human-centered design thinking. Next, let’s briefly analyze several aspects that your users, as colorful people, should pay attention to.

① User flow and interest curve

Flow, in psychology, refers to a psychological state that occurs when people focus on a certain behavior. Usually in this state, one does not want to be disturbed (also known as resisting interruption). It is a feeling of fully devoting one's mental energy to some activity.

With a good balance between challenge and skill, players will be fully focused on the game when their user flow experience is in the green zone. Adding challenges when players are not proficient in the game (low skills) will make users feel fearful and anxious; when players are high-level (high skills) but there is no challenge, users will feel bored.
Flow chart:
A word similar to flow is interest curve, which expresses the audience's degree of participation and response to the stimulation provided by an experience. By setting up a challenge strategy with alternating difficulty and easy difficulty, and gradually improving it, players can continue to stay within a good interest curve.
When flow occurs, there will be a high degree of excitement and fulfillment.
There are many factors that influence flow. Reasonable plot, reasonable challenges, friendly interactive experience, etc. can keep users in the correct flow state of the game and immersed in the experience.
Thinking about some of the not-so-good experiences mentioned earlier, they must have had an unpleasant impact on users, leading to an imbalance of heart.
Here we just want to understand the concept first. Under the influence of the flow effect, how to design games or XR virtual reality (simulation training) content will be discussed later.

② Human cognitive behavior

This section mainly talks about cognitive processes and cognitive biases. The cognitive process is mainly analyzed based on virtual simulation training content. If you are not interested in cognitive processes, please look directly at Cognitive Bias.
Cognitive process:
In general psychology, cognition generally goes through the processes of feeling, perception, attention, memory, thinking, imagination, etc.
Feel . It is divided into two categories: external sensation and internal sensation: external sensation refers to receiving external stimulation. Including vision, hearing, smell, taste, and skin. Internal senses include movement sense, balance sense, body sense, etc.
We should pay attention to whether the information provided to users is reasonable and whether the content is designed based on user sensory triggers (such as whether the information is useful for game or teaching goals);
Whether it affects the user such as causing motion imbalance, dizziness, etc. (such as considering the moving speed of objects in space, relative size, lens switching frequency, picture stability, viewing angle constraints and control, etc.).
perception . Perception is the combination of scattered and fragmented information that is felt to form a complete image of things. Generally speaking, the richer and more precise the sensory material is, the more complete and correct the perceptual image will be. Perception is not a simple accumulation of sensory materials, but an organic unity of these materials according to certain relationships.

The UI interface is ugly, the functional logic is illogical, and the model actions are strange…

 These scattered and fragmented information that users feel ultimately form a complete impression of the entire product: poor.
Fragmented and scattered content information provided to users, chaotic process logic, and severe jumps and incoherence between functional modules are common problems in current simulation courses, making it difficult for learners to organically organize the causes and consequences and the fragmented knowledge they experience. It reflects the gap between the two fields of technical service providers and education and teaching - the educational subjects do not understand technology and its implementation, and the technical service providers do not understand education (teaching).
Designers and developers should put themselves in someone else’s shoes and have empathy. Set yourself up as a student (a newcomer with no basic cognition and no operational experience, a theorist with basic cognition and no operational experience, a veteran with basic cognition and operational experience), then how will you structure the functions of your product? What about designing experience processes and organizing knowledge and information?
The same goes for designing games. Analyze it as a player...
Notice. Divided into intentional attention and unintentional attention (see "User's attention" below). Individuals can focus on information that is of interest to them and ignore other harmful or irrelevant information.
Don’t expect your users to actively ignore harmful or irrelevant information. Maybe they are "lucky" in finding bugs.

Game thinking on XR virtual reality (simulation)
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Game thinking on XR virtual reality (simulation)

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