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VirtualRealityUserTesting
Kids/TweenQualitativeResearchusingtheOculusRift
AboutKZeroConsulting,Analytics,Insight
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
ForVC’s/Investors:Deal-flow,investmentanalysis,marketsizing
KZeroservices
KZeroClients
MediaReferences
UserTestingMethodologiesandObjectives
Groupsize:12kidsagedsevento12splitintosixgroupsusingapairofOculusRift’s.Inthispresentation
werefertoallparticipantsas‘kids’.
SessionswereheldinDubit’soffices(Leeds,UK).
Weobtainedparentalpermissionforthekidstotakepartinthesessions.
Weensuredno-onehadproblemswithepilepsybeforeplaying.
Wealsogaveparentsachancetotrythevirtualrealityheadsetbeforethesessionsbegan.
Weremindedthekidsatthestartofthesessionsthatiftheyfeltuncomfortablealltheyhadtotowastake
theheadsetoff.Wealsoremindedthemofthisduringthesessions.
Gamesplayed:FairyForest,ChickenWalk,EpicDragon,Dumpy,RiftCoaster,FirstLaw,TitansofSpace.
AbouttheUserTesting
WewantedtofindouthowVirtualRealityisdifferentfromotherentertainmentformatsandwhatitcan
offertoagamingexperience.
WetestedwiththeOculusRiftbutwewantedtotesttheconceptofVirtualRealityingeneral.
Thesessionsweresplitintoseveraltasks:
GamingUsage-ThekidsplayedseveralVRgameswhilstwemonitoredtheirinteraction.
VirtualRealityGameDesign-WeaskedthekidstothinkaboutnewtypesofVRgaminggenres.
VirtualRealityBranding-WeaskedthekidstothinkaboutthetypesofbrandsandcompaniesthatwouldsellaVR
headset.
DevicePricing-Wethenaskedthekidstopricevariousdevicesandpricethevirtualrealityheadsetalongsidethem.
UserTestingObjectives
Usability
Headset
Allthekidsfoundtheheadseteasytoputonandcomfortable.Evenwiththesevenyearoldstheheadsetfittedcomfortablyon
theirheadandwasn’ttoolarge.
Somekids,(theyoungerones)commentedthattheheadsetfeltslightlyheavy.Commentsabouttheheadsetbeingtooheavy
weremorecommonwhenplayershadtomovetheirheadupanddownfrequentlyduringagame.
Thekidsusedtheheadsetwithconfidenceoncetheygotusedtowearingit.
Dizziness
Noneofthekidsreportedanysignsofdizzinessduringorafterusage.
Oneparent(whowantedtotrytheheadsetbeforetheirchild)feltslightlydizzyafterashortdemo.
Conclusions:Theywerehappytoweartheheadsets.Theywereheavyinsomegamesfortheyoungerones.
Usability:Hardware
Howeasyisittoplay?
Theyfoundthegamesveryeasytopickupandplayandwereeagertotrydifferentgamesusingtheheadset.
Howlongcouldtheyplay?
Theheadsetweightwasnotanissueonlengthofplay(nosignsoffatigue).Kidsexpectedtoplaywiththeheadsetforaslongasthey
wouldtypicallyplayonaconsole.
WhattheylikeabouttheOculusRift
Manycommentedthattheexperiencemadeyou(theplayer)feelasifyouwere‘actuallythere’.Itgavethekidsasenseofrealismtothe
games(ontherollercoasteritfeltasiftheyweregoingtofalloff.)
Alevelofimmersiontheyfeltexceededcurrentgamingexperiences.
Greaterplayerimmersionoccurredongameswithlimited avatarmovement.Inthesegamestheplayerjustlookedaroundthe
environment.
Conclusions:Thebestperforminggameshadanchorsinthereal-worldasopposedtoabstractconceptsandgamemechanics,
eg.RollercoastersandChickenWalk.
Usability:Playability
Howlongtoorientatewhenplayingagame?
Someofthekidsneededpromptingonsomeofthecontrols.Forexampleliftingtheirheadupanddowntopickupfoodin
thechickengameandlookingbehindthemontheroller-coaster.Thisistobeexpectedasthekidshadnotseentheheadset
beforeandwereunawareofhowtouseit.
Mostkidstookmeresecondstopickupthecontrolsandusedtheheadsetwithconfidence.Theyeasilytooktolookingall
aroundtheminthevirtualenvironments.
Someplayershadissueswithgameswherethecontrolsweredifficult,oftenwhenthecontrolsrequiredheadsetmovement
andcontrollermovementbeingusedininconjunction.Thisconcepttooklongerthanothercontrolsystemstopickupandit
tookthemlongertoorientate.Oftentheplayersthoughtthatwhentheyhadacontrollerthatthiswouldbethemainpointof
control,butwhenitwasnotthiscausedconfusion.
Conclusions:Keepthecontrolseasyandprovideclearinstructions,oranorientationlevel.
Usability:Orientation
Controllers
Specialistcontrollersforparticulargameslikehavingaguncontrollerforashootinggame,orawheelcontrollerfordriving
gameswerepopularcomments.Theyfeltthatthiswouldhelpwithplayerimmersionandmakethemfeelasiftheywere‘in’
thegame.
Theolderkidsidentifiedwirelesscontrollersasbeingimportant.
UsingtheKinectinconjunctionwiththeheadsetwasalsopopular.Manyofthekidslikedthisasitwould‘copyyourmoves
liketheheadsetdid’withthebodymovements.Theylikedtheideaofitmirroringmovessoyoucouldrunaroundorjump.
Conclusions:Kidsquicklyrecognisedtheimportanceofcontrollersandidentifieddifferentuses/typesof
controllers.Theythoughtthatcontrollerswithnaturalmovementcontrols(likePlaystationMove)would
improvethelevelofimmersionandgameplay.
Usability:Controllers
Genres/StylesofVirtualRealityGames
WhatgamesareperfectforVR?
AllthekidscommentedthatshootinggameslikeCallofDutywouldbeperfectforVR.Theythoughtspecialistcontrollerswouldhelpwith
gamesasitwouldbebetterforimmersion.
BoysthoughtthatgameslikeSkyrimandothercombatgameswouldworkwelltoo,Girlsmentionedthistoobuttheyfeltthesewere
gamesforteenageboys.
TheboysgroupsthoughtthatagamelikeFifawouldn’tworkonthevirtualrealityheadsetasitwouldbetoohardtocontrolmultiple
players.Howeverthethoughtthatsolosportsgameslikegolf,cricketortenniswouldworkwell.
YoungergirlslikedtheideaofbeingabletoplaydrivinggameslikeMarioKartinvirtualreality.
Firstpersongamesweredeemedmoresuitablethanthirdperson.
Conclusions:TheyquicklyappreciatedtheessenceofVRandconcludedagamelikeFIFAcouldnotwork,
buttheythoughtthatFPSgameswouldbegreat.GirlsidentifiedracingandSims-likegames.Both
genderssaidMinecraftwouldworkwellonVR.
Games:SuitableGames
WhattheywouldwanttodoinVR:
Thekidswantedthegamestheyplayedusingtheheadsettohavemorefreedom.Theywantedthefreedomtomovearound
thevirtualenvironmentandexplore/interactwithit.
Thedesireofmorefreedomofmovementwasmoretypicalwiththeolderkids.Theyoungerkidswerehappywiththe
experienceandjustobservingtheenvironmentlikethevirtualrollercoasterorflightsimulator.
Bothboysandgirlswantedtohaveagamewheretheycouldbuildorcreateusingtheheadset.Theywantedtobeableto
buildastructureandthenexploreit‘likebuildingahighschoolorcastle’.
Itwasimportantforkidstobeabletoseetheiravatar’sbodywhentheylookeddown.Theythoughtthiswouldhelpmake
themfeelasiftheywereactuallythere.
Conclusions:Thekidswantedtoroamandfreelyexploretheenvironments.Theyalsowantedtheentire
experiencetobeasimmersiveand‘realistic’aspossible-lookingdownandseeingtheirbodyforexample.
Games:GameMechanics
VRasaToolforKidsCreativityandSelf-Expression
Unprompted,theyidentifiedMinecraftasagreatVRgame/experience.
MostkidswantedtoplayaMinecraft-likegameinVRandthisformedthebasisforsomeofthegames
theyconceptualised.
TheylikedtheconceptofbeingabletocreatetheirownworldinVR.
TheywantedaUGCVRgamesoyoucould“seeproperlywhatitactuallyislikeinarealworldmadeoutof
blocks”.
Itwasthisaddedimmersionwhichexcitedthem.Beingableto‘seeMinecraftinreallife’.
ThegamethekidsdesignedwouldbeverysimilartoMinecraft.Onlysmalldifferenceswouldbepresent
likeusingdifferentmonstersorenvironments.
Conclusions:UGC-typeworldsweredeemedtobegreatVRapplicationswithMinecraftfrontofmind.
ContentCreation:Minecraft
ThekidssaidtheywouldliketohaveagamesimilartotheSimswheretheycouldexplorereallifebuildingsand
walkaroundit.TheywantedagameliketheSimswheretheycould‘gototheshopsandbuildahouse’.
Aboysgroupcameupwithagameideawheretheyworkedindifferentjobsusingthevirtualrealitylike‘workingas
awaiterorataxidriver.’Theywantedtoearnmoneyandhaveminigamesinthejobthentheywould‘gobackto
theirapartmentinthecity.’
InthesegamestheywantedtheavatartobemorerealisticlookingandmorelikeSimscharacters.
Theyoungerkidswerehappyjusttobeintheenvironmentandexplorewhereastheolderkidsalsowantedthe
addedrealismofhavingajob/role/duty(i.e.apurpose)inthevirtualworld(withtheirfriends).
Conclusions:Thegirls(morethantheboys)identifiedTheSimsasagreatVRapplication.Theyoungerkidsjust
wantedtoroamaroundTheSimswhereastheolderkidswantedtobegivenrolesandspecifictasks.
ContentCreation:TheSims
!
MixedwiththeideaoftheSimsandplayingtherollercoastergamemadethemthinkitcouldbegoodfor
athemeparkgame.
Oneofthegirlsgroupsreallylikedtheideaofbeingabletodesigntheirownthemeparkwiththevirtual
realityheadset.
Inthisgametheycouldcreatetheirownvirtualparkwithalltheirridestheywanted.
Thegamewouldallowthemtosharethethemeparkwiththeirfriends.Theywouldbeabletogoonthe
rideswiththeirfiendswhowouldalsousevirtualrealityheadsets.Theycouldearncoinsonthearcades
andbuildmorerides.
Conclusions:Theplaymechanicsofbuild,create,shareandplay(inthecontextofthemeparks)was
deemedasacoolidea.
ContentCreation:ThemeParks
!
Wealsoaskedthekidstocomeupwithbrand-newideasforgamesandexperiencesinVR.Theycameup
with:
VirtualTeddie(girlaged8): Scanningtheirrealworldteddie-bearandtheninteractingwithitinvirtualreality.
Flyinggames(boysaged9and11):Beingabletoflyaroundinvirtualrealityandplayflyinggameswiththeirfriends.
Virtualhomes:(girlsaged8and10,boyaged10): Creatingavirtualhomethattheycould‘keep’andhavefriendsinitfor
parties.
Movieset(boyaged12):BeingabletoexploreavirtualversionofasetfromHarryPotter.
Bearingananimalorfish(girlandboyaged9):Becomingananimalandexploringtheirnaturalhabitat.Also,playinggames
liketag.
Conclusions:AllagesofkidswereabletocomeupideasfornewstylesofgamesandexperiencesinVR.
ContentCreation:Ideation
Education
!
AllgroupsidentifiedVRasagreattoolintheclassroom-makinglessonsandlearningmoreinteresting.
Inparticulartheyidentifiedtheconceptof‘VirtualFieldTrips’.
Touringandexploringlocationswaspopularwhetherthatwasinsidethehumanbody,inthetitanicorin
outerspace.Whetherthevirtualenvironmentwasmicroscopicoronagalacticscaletheywantedto
experiencetherealityof‘theplace’.
Theywantedfreedominthesegamestoexplorevariouslocations.Theyfeltthatthroughexploringthe
locationstheycouldbegiveninformationaboutwhatwasgoingonaroundthem,orwhatitwaslike‘to
actuallylive’thatenvironment.
Conclusions:Withoutprompting,thekids(allages)identifiedthevalueofusingVRintheclassroom.
‘Exploration’wasidentifiedasakeytheme.
Education:VirtualFieldTrips
!
Weaskedthekidstocomeupideasforvirtualfieldtrips…
JungleorRainforest
Gointotherainforestandtravelaroundonanelephant.
Dotaskstocrossriversandgetthroughtheforest.
TudorHouse
Touratudorhousetoseewhatitwasliketolivethereintudortimes.
TheNormandyBeaches
BeasoldierandexperiencelandinginNormandyduringWorldWar2.
HumanBody
Travelthroughthedigestivesystemasavirtualpieceofbroccoli.
Bemicroscopicandseecells.
Education:VirtualFieldTripsExamples
!
Oneboysgrouphadbeenlearningaboutnaturaldisastersinschool.Theywantedtobeabletoplay
throughothernaturaldisastersviaVRliketheTitanicandtheBradfordCityFire.
Theycameupwiththeconceptofbeingonthetitanicasthedriverorapassenger.Theywantedtobeable
toexperiencehistoryandfeeltherealityofthesituation.
Theydidn’twanttochangetheoutcomeofthedisaster.Theywantedtobeabletoplayfromdifferent
perspectives,forexamplefromthecaptainoroneofthepassengers.
Theyalsowantedtoplayasoneofthesurvivorsandtryandsurviveononeoftheicebergsinaplaysimilar
toMinecraft.
Education:HistoricalExample
!
Thekidsquicklyappreciatedtheroleof VRineducation.Theythoughtitcouldmakelearningmorefun
andinteresting.Theyquicklycameupwithseveralideas.
AgamewhereplayerscanbuildandcreatewouldworkwellwithVR.ManywantedtoseeMinecraft
availableforthedeviceinthecontextoflearningandeducation.
Theywantedgameswheretheplayerhasfreedomtoexploreanenvironmentwhetherit’sonetheycrated
orsomethingcreatedbysomeoneelse.
‘Experiencingthingsfromdifferentperspectiveswouldbeinteresting’.
Theywantedthegamestofeellikeexperiencesofdifferentplacesandlives.Theywantedtoplaywiththeir
friendstooandshowcasewhattheycouldmake.Thiswasaparticularthemewitholderkids.
Education:KeyFindingsandRecommendations
PricingandBranding
!
HowexpensiveshouldtheVRheadsetbe?
TheaveragepricethekidsthoughttheVRheadsetwouldcostwas£430GBP($720USD).
Oneboysaidhethoughtthe‘virtualreality‘wouldbe£25.HealsosaidanXboxOnewasworth£49.50whichwas
unfortunateforhisdadwhohadjustboughthimone.
Anothergroupthoughtthattheheadsetwasthemostexpensivebecause‘it’sthebestoutofalltheothers’.
Theyalsosaiditwasbecause‘youcanseeeverythingandit’sbetterthananyothergame’.
Thekidsthoughtthattheweightofthedeviceneededimprovingaswellasthegraphics.Theythought
moregamesneededtobeavailablebeforetheywouldbuyit.
PricingandProduct
!
Wegaveallgroupsalargeselectionofcompanylogos,rangingfromgameandsoftwaredevelopersthroughtoglobal
technologymanufacturers,toycompaniesandsocialnetworks.NoneofthemwereawareoftheFacebookacquisitionofOculus
VR.
WeaskedthemtoselectacompanytheythoughtwasmostlikelytolaunchaVRheadsetaswellascomment (iftheywanted
to)onothercompanylogos.Thetopfourtheyidentifiedwere:
Microsoft:‘Becausetheymakegames’.‘Acomputercompany.BecauseitrunsonMicrosoft’.‘Theymakegoodgames’.“Theywould
beagoodfit’, ‘Becausetheywanttomakemoremoney’.
Sony:‘Theymakegoodqualitygames’.‘They’reabigcompany’.
Nintendo:‘Theymakegoodgamesforkids’.‘Becausetheydoloadsofgamesandtheydobuildinggamesandthingsandtheydo
animalcrossing’.
Hasbro:‘Theycouldmakeonejustforkids’,‘Theycouldmakeoneforboysandoneforgirls’.
DistributionandBranding
!
OneolderboysaidthatFacebookwouldbebehinditbecause‘it’spopularforloadsofpeople’. Butthey
followedthisupbysayingthat ’ithasnoconnection’.Heconcluded bysayingthathedidn’tthink
Facebookcoulddomuchwithit.
OthergroupssaidFacebookwouldn’tworkandwouldn’tmakesense.Thiswasbecausethey‘aren’tagame
maker’andaremoreinternetfocussedthangames.
AfterbeingtoldFacebookowneditsomerespondentssaidtheythoughtitwasabadmove.
Earlieronthesetwo12yearoldshadsaidthattheywouldnotpayasmuchforavirtualrealityheadsetas
andXboxorPlayStationbecausetheyweren’taspopular.
DistributionandBranding:Facebook
ConclusionsandSummaryFindings
!
Thekidswerehappytoweartheheadsets.Theywereheavyinsomegamesfortheyoungerones.
TheythoughttheycouldeasilyplayVRgamesforuptoanhour,oraslongastheywouldtypicallyplaya
consolegame.
Themostenjoyablegameswerebasedonreal-worldexperiencesand/orhadeasilyunderstoodgame
mechanics.
Theyquicklyrecognisedtheimportanceofcontrollersandidentifieddifferentuses/typesofcontrollers.
Theythoughtthatcontrollerswithnaturalmovementcontrols(likePlaystationMove)wouldimprovethe
levelofimmersionandgameplay.
TheyquicklyfiguredoutwhichtypesofgameswouldbesuitableforVR.Firstpersonperspectiveswere
deemedmuchbetterthanthirdpersonor2.5D.
ConclusionsandSummaryFindings
!
MinecraftandTheSimswerefrontofmindforallthekidswhenconsideringsuitablegamesinVR.
Youngerkidswerehappyjusttolookaroundwhereastheolderoneswantedtoroamandfreelyexplore.
Theyalsowantedtheentireexperiencetobeasimmersiveand‘realistic’aspossible-lookingdownand
seeingtheirbodyforexample.
Greaterimmersion/presenceoccurredingamewithlimitedavatarmovement.
Theplaymechanicsofbuild,create,shareandplay(inthecontextofthemeparks)wasdeemedasacool
idea.
Allagesofkidswereabletocomeupideasfornewstylesofgamesandexperiencesinvirtualreality.
Withoutprompting,thekids(allages)identifiedthevalueofusingvirtualrealityintheclassroom.
‘Exploration’wasidentifiedasakeytheme.
ConclusionsandSummaryFindings
Theywantedthegamestofeellikeexperiencesofdifferentplacesandlives.Theywantedtoplaywiththeir
friendstooandshowcasewhattheycouldmake.Thiswasaparticularthemewitholderkids.
Theaverageassumedpriceoftheheadsetwas£430GBP($720USD).
Theythoughtthattheweightofthedeviceneededimprovingaswellasthegraphics(weusedtheOculus
RiftDK1).Theythoughtmoregamesneededtobeavailablebeforetheywouldwanttobuyit.
Theyidentified(fromalonglist)Microsoft,Sony,NintendoandHasbroasthemostlikelycompaniesto
makeavirtualrealityheadset.
Whenprompted,theycouldnotseethebenefitofFacebooklaunchingavirtualrealityheadset.
ConclusionsandSummaryFindings
OtherKZeropresentationsyoumaylike
SocialVirtualReality:Theevolutionofvirtualworlds.
BrandsinVirtualReality:Officialandunofficialbrandsinvirtualreality.
VirtualRealityMarketSizing:Unitsales,activeusersandrevenueforecasts
fortheconsumerVirtualRealitysector.
VirtualRealityStateoftheMarket:Anassessmentofthecurrentstateof
theConsumerVirtualRealitymarketplace.
Orderthesereportsfromourwebsite.
kzero.co.uk
@KZeroWorldswide

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