Foxman, MaxwellLeith, Alex P.Beyea, DavidKlebig, BrianRatan, RabindraHua Chen, Vivian Hsueh2022-10-122022-10-122020-11Maxwell Foxman, Alex P. Leith, David Beyea, Brian Klebig, Vivian Hsueh Hua Chen, and Rabindra Ratan. 2020. Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). Association for Computing Machinery, New York, NY, USA, 237–241. https://doi.org/10.1145/3383668.3419881https://hdl.handle.net/1794/276895 pagesEven though virtual reality (VR) shares features with video games, it offers a wider range of experiences. There is currently no cohesive classification for commercial VR offerings. As a first step to account for this deficiency, the work in progress considers the relationship between game genres and users’ ratings and downloads of VR experiences. We found Action, Shooter, and Simulation to be the most frequently downloaded genres; Action and Music/Rhythm the most highly rated; and Simulation and Music/Rhythm to occur at a statistically higher rate in VR compared to non-VR. Finally, we learned that VR experiences are less likely to receive positive ratings than 2D games. The findings can inform developers’ marketing decisions based on demand.enCreative Commons BY-NC-ND 4.0-USVirtual RealityGame GenresVideo GamesSteamVirtual reality genres: Comparing preferences in immersive experiences and gamesPresentation