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Virtual Reality Kids User Testing
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Qualitative research user testing of kids/tweens using the Oculus rift.
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Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
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Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
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Virtual Reality Kids User Testing
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VirtualRealityUserTesting Kids/TweenQualitativeResearchusingtheOculusRift
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AboutKZeroConsulting,Analytics,Insight
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Sectors:Virtualworlds,virtualgoods,virtualreality,socialgaming,MMOs, augmentedreality Start-ups/Pre-launch:Businessplanning,marketsizing,financial modelling,strategicguidance,launchplanning Operationalcompanies:Marketingstrategy,productdevelopment,user analysis,marketentryplanning,partnerships/busdev Brands:Mediaplanning,campaigncreation,virtualbrandstrategy ForVCâs/Investors:Deal-flow,investmentanalysis,marketsizing KZeroservices
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KZeroClients
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MediaReferences
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UserTestingMethodologiesandObjectives
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Groupsize:12kidsagedsevento12splitintosixgroupsusingapairofOculusRiftâs.Inthispresentation werefertoallparticipantsasâkidsâ. SessionswereheldinDubitâsoffices(Leeds,UK). Weobtainedparentalpermissionforthekidstotakepartinthesessions. Weensuredno-onehadproblemswithepilepsybeforeplaying. Wealsogaveparentsachancetotrythevirtualrealityheadsetbeforethesessionsbegan. Weremindedthekidsatthestartofthesessionsthatiftheyfeltuncomfortablealltheyhadtotowastake theheadsetoff.Wealsoremindedthemofthisduringthesessions. Gamesplayed:FairyForest,ChickenWalk,EpicDragon,Dumpy,RiftCoaster,FirstLaw,TitansofSpace. AbouttheUserTesting
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WewantedtofindouthowVirtualRealityisdifferentfromotherentertainmentformatsandwhatitcan offertoagamingexperience. WetestedwiththeOculusRiftbutwewantedtotesttheconceptofVirtualRealityingeneral. Thesessionsweresplitintoseveraltasks: GamingUsage-ThekidsplayedseveralVRgameswhilstwemonitoredtheirinteraction. VirtualRealityGameDesign-WeaskedthekidstothinkaboutnewtypesofVRgaminggenres. VirtualRealityBranding-WeaskedthekidstothinkaboutthetypesofbrandsandcompaniesthatwouldsellaVR headset. DevicePricing-Wethenaskedthekidstopricevariousdevicesandpricethevirtualrealityheadsetalongsidethem. UserTestingObjectives
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Usability
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Headset Allthekidsfoundtheheadseteasytoputonandcomfortable.Evenwiththesevenyearoldstheheadsetfittedcomfortablyon theirheadandwasnâttoolarge. Somekids,(theyoungerones)commentedthattheheadsetfeltslightlyheavy.Commentsabouttheheadsetbeingtooheavy weremorecommonwhenplayershadtomovetheirheadupanddownfrequentlyduringagame. Thekidsusedtheheadsetwithconfidenceoncetheygotusedtowearingit. Dizziness Noneofthekidsreportedanysignsofdizzinessduringorafterusage. Oneparent(whowantedtotrytheheadsetbeforetheirchild)feltslightlydizzyafterashortdemo. Conclusions:Theywerehappytoweartheheadsets.Theywereheavyinsomegamesfortheyoungerones. Usability:Hardware
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Howeasyisittoplay? Theyfoundthegamesveryeasytopickupandplayandwereeagertotrydifferentgamesusingtheheadset. Howlongcouldtheyplay? Theheadsetweightwasnotanissueonlengthofplay(nosignsoffatigue).Kidsexpectedtoplaywiththeheadsetforaslongasthey wouldtypicallyplayonaconsole. WhattheylikeabouttheOculusRift Manycommentedthattheexperiencemadeyou(theplayer)feelasifyouwereâactuallythereâ.Itgavethekidsasenseofrealismtothe games(ontherollercoasteritfeltasiftheyweregoingtofalloff.) Alevelofimmersiontheyfeltexceededcurrentgamingexperiences. Greaterplayerimmersionoccurredongameswithlimited avatarmovement.Inthesegamestheplayerjustlookedaroundthe environment. Conclusions:Thebestperforminggameshadanchorsinthereal-worldasopposedtoabstractconceptsandgamemechanics, eg.RollercoastersandChickenWalk. Usability:Playability
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Howlongtoorientatewhenplayingagame? Someofthekidsneededpromptingonsomeofthecontrols.Forexampleliftingtheirheadupanddowntopickupfoodin thechickengameandlookingbehindthemontheroller-coaster.Thisistobeexpectedasthekidshadnotseentheheadset beforeandwereunawareofhowtouseit. Mostkidstookmeresecondstopickupthecontrolsandusedtheheadsetwithconfidence.Theyeasilytooktolookingall aroundtheminthevirtualenvironments. Someplayershadissueswithgameswherethecontrolsweredifficult,oftenwhenthecontrolsrequiredheadsetmovement andcontrollermovementbeingusedininconjunction.Thisconcepttooklongerthanothercontrolsystemstopickupandit tookthemlongertoorientate.Oftentheplayersthoughtthatwhentheyhadacontrollerthatthiswouldbethemainpointof control,butwhenitwasnotthiscausedconfusion. Conclusions:Keepthecontrolseasyandprovideclearinstructions,oranorientationlevel. Usability:Orientation
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Controllers Specialistcontrollersforparticulargameslikehavingaguncontrollerforashootinggame,orawheelcontrollerfordriving gameswerepopularcomments.Theyfeltthatthiswouldhelpwithplayerimmersionandmakethemfeelasiftheywereâinâ thegame. Theolderkidsidentifiedwirelesscontrollersasbeingimportant. UsingtheKinectinconjunctionwiththeheadsetwasalsopopular.Manyofthekidslikedthisasitwouldâcopyyourmoves liketheheadsetdidâwiththebodymovements.Theylikedtheideaofitmirroringmovessoyoucouldrunaroundorjump. Conclusions:Kidsquicklyrecognisedtheimportanceofcontrollersandidentifieddifferentuses/typesof controllers.Theythoughtthatcontrollerswithnaturalmovementcontrols(likePlaystationMove)would improvethelevelofimmersionandgameplay. Usability:Controllers
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Genres/StylesofVirtualRealityGames
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WhatgamesareperfectforVR? AllthekidscommentedthatshootinggameslikeCallofDutywouldbeperfectforVR.Theythoughtspecialistcontrollerswouldhelpwith gamesasitwouldbebetterforimmersion. BoysthoughtthatgameslikeSkyrimandothercombatgameswouldworkwelltoo,Girlsmentionedthistoobuttheyfeltthesewere gamesforteenageboys. TheboysgroupsthoughtthatagamelikeFifawouldnâtworkonthevirtualrealityheadsetasitwouldbetoohardtocontrolmultiple players.Howeverthethoughtthatsolosportsgameslikegolf,cricketortenniswouldworkwell. YoungergirlslikedtheideaofbeingabletoplaydrivinggameslikeMarioKartinvirtualreality. Firstpersongamesweredeemedmoresuitablethanthirdperson. Conclusions:TheyquicklyappreciatedtheessenceofVRandconcludedagamelikeFIFAcouldnotwork, buttheythoughtthatFPSgameswouldbegreat.GirlsidentifiedracingandSims-likegames.Both genderssaidMinecraftwouldworkwellonVR. Games:SuitableGames
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WhattheywouldwanttodoinVR: Thekidswantedthegamestheyplayedusingtheheadsettohavemorefreedom.Theywantedthefreedomtomovearound thevirtualenvironmentandexplore/interactwithit. Thedesireofmorefreedomofmovementwasmoretypicalwiththeolderkids.Theyoungerkidswerehappywiththe experienceandjustobservingtheenvironmentlikethevirtualrollercoasterorflightsimulator. Bothboysandgirlswantedtohaveagamewheretheycouldbuildorcreateusingtheheadset.Theywantedtobeableto buildastructureandthenexploreitâlikebuildingahighschoolorcastleâ. Itwasimportantforkidstobeabletoseetheiravatarâsbodywhentheylookeddown.Theythoughtthiswouldhelpmake themfeelasiftheywereactuallythere. Conclusions:Thekidswantedtoroamandfreelyexploretheenvironments.Theyalsowantedtheentire experiencetobeasimmersiveandârealisticâaspossible-lookingdownandseeingtheirbodyforexample. Games:GameMechanics
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VRasaToolforKidsCreativityandSelf-Expression
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Unprompted,theyidentifiedMinecraftasagreatVRgame/experience. MostkidswantedtoplayaMinecraft-likegameinVRandthisformedthebasisforsomeofthegames theyconceptualised. TheylikedtheconceptofbeingabletocreatetheirownworldinVR. TheywantedaUGCVRgamesoyoucouldâseeproperlywhatitactuallyislikeinarealworldmadeoutof blocksâ. Itwasthisaddedimmersionwhichexcitedthem.BeingabletoâseeMinecraftinreallifeâ. ThegamethekidsdesignedwouldbeverysimilartoMinecraft.Onlysmalldifferenceswouldbepresent likeusingdifferentmonstersorenvironments. Conclusions:UGC-typeworldsweredeemedtobegreatVRapplicationswithMinecraftfrontofmind. ContentCreation:Minecraft
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ThekidssaidtheywouldliketohaveagamesimilartotheSimswheretheycouldexplorereallifebuildingsand walkaroundit.TheywantedagameliketheSimswheretheycouldâgototheshopsandbuildahouseâ. Aboysgroupcameupwithagameideawheretheyworkedindifferentjobsusingthevirtualrealitylikeâworkingas awaiterorataxidriver.âTheywantedtoearnmoneyandhaveminigamesinthejobthentheywouldâgobackto theirapartmentinthecity.â InthesegamestheywantedtheavatartobemorerealisticlookingandmorelikeSimscharacters. Theyoungerkidswerehappyjusttobeintheenvironmentandexplorewhereastheolderkidsalsowantedthe addedrealismofhavingajob/role/duty(i.e.apurpose)inthevirtualworld(withtheirfriends). Conclusions:Thegirls(morethantheboys)identifiedTheSimsasagreatVRapplication.Theyoungerkidsjust wantedtoroamaroundTheSimswhereastheolderkidswantedtobegivenrolesandspecifictasks. ContentCreation:TheSims
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! MixedwiththeideaoftheSimsandplayingtherollercoastergamemadethemthinkitcouldbegoodfor athemeparkgame. Oneofthegirlsgroupsreallylikedtheideaofbeingabletodesigntheirownthemeparkwiththevirtual realityheadset. Inthisgametheycouldcreatetheirownvirtualparkwithalltheirridestheywanted. Thegamewouldallowthemtosharethethemeparkwiththeirfriends.Theywouldbeabletogoonthe rideswiththeirfiendswhowouldalsousevirtualrealityheadsets.Theycouldearncoinsonthearcades andbuildmorerides. Conclusions:Theplaymechanicsofbuild,create,shareandplay(inthecontextofthemeparks)was deemedasacoolidea. ContentCreation:ThemeParks
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! Wealsoaskedthekidstocomeupwithbrand-newideasforgamesandexperiencesinVR.Theycameup with: VirtualTeddie(girlaged8): Scanningtheirrealworldteddie-bearandtheninteractingwithitinvirtualreality. Flyinggames(boysaged9and11):Beingabletoflyaroundinvirtualrealityandplayflyinggameswiththeirfriends. Virtualhomes:(girlsaged8and10,boyaged10): Creatingavirtualhomethattheycouldâkeepâandhavefriendsinitfor parties. Movieset(boyaged12):BeingabletoexploreavirtualversionofasetfromHarryPotter. Bearingananimalorfish(girlandboyaged9):Becomingananimalandexploringtheirnaturalhabitat.Also,playinggames liketag. Conclusions:AllagesofkidswereabletocomeupideasfornewstylesofgamesandexperiencesinVR. ContentCreation:Ideation
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Education
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! AllgroupsidentifiedVRasagreattoolintheclassroom-makinglessonsandlearningmoreinteresting. InparticulartheyidentifiedtheconceptofâVirtualFieldTripsâ. Touringandexploringlocationswaspopularwhetherthatwasinsidethehumanbody,inthetitanicorin outerspace.Whetherthevirtualenvironmentwasmicroscopicoronagalacticscaletheywantedto experiencetherealityofâtheplaceâ. Theywantedfreedominthesegamestoexplorevariouslocations.Theyfeltthatthroughexploringthe locationstheycouldbegiveninformationaboutwhatwasgoingonaroundthem,orwhatitwaslikeâto actuallyliveâthatenvironment. Conclusions:Withoutprompting,thekids(allages)identifiedthevalueofusingVRintheclassroom. âExplorationâwasidentifiedasakeytheme. Education:VirtualFieldTrips
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! Weaskedthekidstocomeupideasforvirtualfieldtrips⌠JungleorRainforest Gointotherainforestandtravelaroundonanelephant. Dotaskstocrossriversandgetthroughtheforest. TudorHouse Touratudorhousetoseewhatitwasliketolivethereintudortimes. TheNormandyBeaches BeasoldierandexperiencelandinginNormandyduringWorldWar2. HumanBody Travelthroughthedigestivesystemasavirtualpieceofbroccoli. Bemicroscopicandseecells. Education:VirtualFieldTripsExamples
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! Oneboysgrouphadbeenlearningaboutnaturaldisastersinschool.Theywantedtobeabletoplay throughothernaturaldisastersviaVRliketheTitanicandtheBradfordCityFire. Theycameupwiththeconceptofbeingonthetitanicasthedriverorapassenger.Theywantedtobeable toexperiencehistoryandfeeltherealityofthesituation. Theydidnâtwanttochangetheoutcomeofthedisaster.Theywantedtobeabletoplayfromdifferent perspectives,forexamplefromthecaptainoroneofthepassengers. Theyalsowantedtoplayasoneofthesurvivorsandtryandsurviveononeoftheicebergsinaplaysimilar toMinecraft. Education:HistoricalExample
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! Thekidsquicklyappreciatedtheroleof VRineducation.Theythoughtitcouldmakelearningmorefun andinteresting.Theyquicklycameupwithseveralideas. AgamewhereplayerscanbuildandcreatewouldworkwellwithVR.ManywantedtoseeMinecraft availableforthedeviceinthecontextoflearningandeducation. Theywantedgameswheretheplayerhasfreedomtoexploreanenvironmentwhetheritâsonetheycrated orsomethingcreatedbysomeoneelse. âExperiencingthingsfromdifferentperspectiveswouldbeinterestingâ. Theywantedthegamestofeellikeexperiencesofdifferentplacesandlives.Theywantedtoplaywiththeir friendstooandshowcasewhattheycouldmake.Thiswasaparticularthemewitholderkids. Education:KeyFindingsandRecommendations
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PricingandBranding
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! HowexpensiveshouldtheVRheadsetbe? TheaveragepricethekidsthoughttheVRheadsetwouldcostwasÂŁ430GBP($720USD). OneboysaidhethoughttheâvirtualrealityâwouldbeÂŁ25.HealsosaidanXboxOnewasworthÂŁ49.50whichwas unfortunateforhisdadwhohadjustboughthimone. Anothergroupthoughtthattheheadsetwasthemostexpensivebecauseâitâsthebestoutofalltheothersâ. Theyalsosaiditwasbecauseâyoucanseeeverythinganditâsbetterthananyothergameâ. Thekidsthoughtthattheweightofthedeviceneededimprovingaswellasthegraphics.Theythought moregamesneededtobeavailablebeforetheywouldbuyit. PricingandProduct
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! Wegaveallgroupsalargeselectionofcompanylogos,rangingfromgameandsoftwaredevelopersthroughtoglobal technologymanufacturers,toycompaniesandsocialnetworks.NoneofthemwereawareoftheFacebookacquisitionofOculus VR. WeaskedthemtoselectacompanytheythoughtwasmostlikelytolaunchaVRheadsetaswellascomment (iftheywanted to)onothercompanylogos.Thetopfourtheyidentifiedwere: Microsoft:âBecausetheymakegamesâ.âAcomputercompany.BecauseitrunsonMicrosoftâ.âTheymakegoodgamesâ.âTheywould beagoodfitâ, âBecausetheywanttomakemoremoneyâ. Sony:âTheymakegoodqualitygamesâ.âTheyâreabigcompanyâ. Nintendo:âTheymakegoodgamesforkidsâ.âBecausetheydoloadsofgamesandtheydobuildinggamesandthingsandtheydo animalcrossingâ. Hasbro:âTheycouldmakeonejustforkidsâ,âTheycouldmakeoneforboysandoneforgirlsâ. DistributionandBranding
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! OneolderboysaidthatFacebookwouldbebehinditbecauseâitâspopularforloadsofpeopleâ. Butthey followedthisupbysayingthat âithasnoconnectionâ.Heconcluded
bysayingthathedidnâtthink Facebookcoulddomuchwithit. OthergroupssaidFacebookwouldnâtworkandwouldnâtmakesense.Thiswasbecausetheyâarenâtagame makerâandaremoreinternetfocussedthangames. AfterbeingtoldFacebookowneditsomerespondentssaidtheythoughtitwasabadmove. Earlieronthesetwo12yearoldshadsaidthattheywouldnotpayasmuchforavirtualrealityheadsetas andXboxorPlayStationbecausetheywerenâtaspopular. DistributionandBranding:Facebook
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ConclusionsandSummaryFindings
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! Thekidswerehappytoweartheheadsets.Theywereheavyinsomegamesfortheyoungerones. TheythoughttheycouldeasilyplayVRgamesforuptoanhour,oraslongastheywouldtypicallyplaya consolegame. Themostenjoyablegameswerebasedonreal-worldexperiencesand/orhadeasilyunderstoodgame mechanics. Theyquicklyrecognisedtheimportanceofcontrollersandidentifieddifferentuses/typesofcontrollers. Theythoughtthatcontrollerswithnaturalmovementcontrols(likePlaystationMove)wouldimprovethe levelofimmersionandgameplay. TheyquicklyfiguredoutwhichtypesofgameswouldbesuitableforVR.Firstpersonperspectiveswere deemedmuchbetterthanthirdpersonor2.5D. ConclusionsandSummaryFindings
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! MinecraftandTheSimswerefrontofmindforallthekidswhenconsideringsuitablegamesinVR. Youngerkidswerehappyjusttolookaroundwhereastheolderoneswantedtoroamandfreelyexplore. Theyalsowantedtheentireexperiencetobeasimmersiveandârealisticâaspossible-lookingdownand seeingtheirbodyforexample. Greaterimmersion/presenceoccurredingamewithlimitedavatarmovement. Theplaymechanicsofbuild,create,shareandplay(inthecontextofthemeparks)wasdeemedasacool idea. Allagesofkidswereabletocomeupideasfornewstylesofgamesandexperiencesinvirtualreality. Withoutprompting,thekids(allages)identifiedthevalueofusingvirtualrealityintheclassroom. âExplorationâwasidentifiedasakeytheme. ConclusionsandSummaryFindings
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Theywantedthegamestofeellikeexperiencesofdifferentplacesandlives.Theywantedtoplaywiththeir friendstooandshowcasewhattheycouldmake.Thiswasaparticularthemewitholderkids. TheaverageassumedpriceoftheheadsetwasÂŁ430GBP($720USD). Theythoughtthattheweightofthedeviceneededimprovingaswellasthegraphics(weusedtheOculus RiftDK1).Theythoughtmoregamesneededtobeavailablebeforetheywouldwanttobuyit. Theyidentified(fromalonglist)Microsoft,Sony,NintendoandHasbroasthemostlikelycompaniesto makeavirtualrealityheadset. Whenprompted,theycouldnotseethebenefitofFacebooklaunchingavirtualrealityheadset. ConclusionsandSummaryFindings
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OtherKZeropresentationsyoumaylike SocialVirtualReality:Theevolutionofvirtualworlds. BrandsinVirtualReality:Officialandunofficialbrandsinvirtualreality. VirtualRealityMarketSizing:Unitsales,activeusersandrevenueforecasts fortheconsumerVirtualRealitysector. VirtualRealityStateoftheMarket:Anassessmentofthecurrentstateof theConsumerVirtualRealitymarketplace. Orderthesereportsfromourwebsite.
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