Foxman, Maxwell
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Browsing Foxman, Maxwell by Author "Klebig, Brian"
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Item Open Access Beyond Genre: Classifying Virtual Reality Experiences(IEEE, 2022-09) Foxman, Maxwell; Beyea, David; Leith, Alex P.; Ratan, Rabindra; Hua Chen, Vivian Hsueh; Klebig, BrianBecause virtual reality (VR) shares common features with video games, consumer content is usually classified according to traditional game genres and standards. However, VR offers different experiences based on the medium’s unique affordances. To account for this disparity, the paper presents a comparative analysis of titles from the Steam digital store across three platform types: VR only, VR supported, and non-VR. We analyzed data from a subset of the most popular applications within each category (N=141, 93, and 1217, respectively). The three classification types we analyzed were academic game genres, developer defined categories, and user-denoted tags. Results identify the most common content classifications (e.g., Action and Shooter within VR only applications), the relative availability of each between platforms (e.g., Casual is more common in VR only than VR supported or non-VR), general platform popularity (e.g., VR only received less positive ratings than VR supported and nonVR), and which content types are associated with higher user ratings across platforms (e.g., Action and Music/Rhythm are most positively rated in VR only). Our findings ultimately provide a foundational framework for future theoretical constructions of classification systems based on content, market, interactivity, sociality, and service dependencies, which underlay how consumer VR is currently categorized.Item Open Access Virtual reality genres: Comparing preferences in immersive experiences and games(Association for Computing Machinery, 2020-11) Foxman, Maxwell; Leith, Alex P.; Beyea, David; Klebig, Brian; Ratan, Rabindra; Hua Chen, Vivian HsuehEven 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.