PENGGUNAAN VIRTUAL REALITY PADA GAME CREED : RISE TO GLORY-CHAMPIONS EDITION DI GAME BLINK PADANG
Keywords:
Virtual Reality, gameAbstract
The development of Virtual Reality (VR) technology has changed the paradigm in the entertainment industry, especially in the context of games. This research explores the use of VR in the game "Creed: Rise to Glory - Champions Edition" at Game Blink Padang as a case study to understand the impact of VR technology on user experience, local economy, and education. Qualitative research methods were used to analyze user perceptions and the physical and psychological effects of VR use. The research results show that VR enhances the immersive experience and user satisfaction with the sensation of being deeply present in the virtual environment. Apart from that, the use of VR in Game Blink Padang also has the potential to increase local economic growth through increasing visits and income from technological tourism. The implications of this study include the potential of VR in education and training, as well as challenges such as hardware costs and health issues. These results provide insight into how VR can be a driver of innovation and development of the entertainment industry in the Padang region and its surroundings.
References
Aukstakalnis, S., & Blascovich, J. (2020). Augmented Reality: Principles and Practice. Addison-Wesley Professional.
Bailenson, J. N. (2021). Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do. W. W. Norton & Company.
Biocca, F., & Levy, M. R. (2023). Communication in Virtual Reality: Communication in the Age of Virtual Reality. In Human Communication Research, 19(2), 197-233.
Bowman, D. A., & McMahan, R. P. (2024). Virtual Reality: How Much Immersion Is Enough? In Computer, 40(7), 36-43.
Burdea, G., & Coiffet, P. (2022). Virtual Reality Technology. Wiley-IEEE Press.
Chen, C. J., & Chan, J. (2022). The Effects of Virtual Reality Learning Environment on Student Cognitive and Affective Learning. Educational Technology & Society, 22(1), 69-77.
Cheng, L., Li, X., Zuo, D., & Liu, W. (2021). A Review of Virtual Reality Research in Construction Engineering and Management. In Frontiers of Engineering Management, 7(1), 14-25.
Freina, L., & Ott, M. (2022). A literature review on immersive virtual reality in education: State of the art and perspectives. eLearning & Software for Education, (1), 133-141.
Game Blink Padang. (2024). About Us. Retrieved from Game Blink Padang Official Website.
Heim, M. (2022). Virtual Realism. Oxford University Press.
Kim, S., & Biocca, F. (2020). Telepresence via television: Two dimensions of telepresence may have different connections to memory and persuasion. Journal of Computer-Mediated Communication, 3(2), JCMC325.
Li, B., & Khorasani, A. (2021). Application of Virtual Reality in Health Care: A Review. Journal of Medical Internet Research, 23(6), e20674.
Lombard, M., & Ditton, T. (2020). At the Heart of It All: The Concept of Presence. In Journal of Computer-Mediated Communication, 3(2), JCMC321.
Mantovani, F., & Riva, G. (2021). "Real" Presence: How Different Ontologies Generate Different Criteria for Presence, Telepresence, and Virtual Presence. Presence: Teleoperators and Virtual Environments, 8(5), 540-550.
Milgram, P., & Kishino, F. (2024). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, 77(12), 1321-1329.
Pimentel, K., & Teixeira, K. (2021). Virtual Reality: Through the New Looking Glass. McGraw-Hill.
Riva, G., Mantovani, F., & Gaggioli, A. (2021). Presence and the Inhabited Spaces: Augmented Reality and Digital Sociality. In Frontiers in Psychology, 11, 1134.
Schroeder, R. (2023). Being There Together: Social Interaction in Shared Virtual Environments. Oxford University Press.
Slater, M., & Wilbur, S. (2023). A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments. Presence: Teleoperators and Virtual Environments, 6(6), 603-616.
Smith, R., & Jones, A. (2020). The Impact of Virtual Reality on User Engagement and Learning Outcomes in Educational Settings. Journal of Virtual Reality and Broadcasting, 17(2), 85-102.
Survios Inc. (2024). Creed: Rise to Glory - Champions Edition. Retrieved from Survios Official Website.
Wilson, P. N., Foreman, N., & Stanton, D. (2020). Virtual reality, disability and rehabilitation. Disability and Rehabilitation, 19(6), 213-220.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 Jurnal Komunikasi

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.