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How to be Non-Human : A Thematic Analysis of Animal Embodiment in VR Games

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Announce Type: new Abstract: This study employs a reflexive thematic analysis to systematically examine the design patterns of 48 first-person Virtual reality (VR) animal avatar games. The research identifies four primary design themes: Animal Biomimicry, Limited Animal Simulation, Hybrid HumanAnimal Features, and Human Behavior with Animal Avatar. The analysis reveals that approximately 77 percent of the games remain grounded in human-centered interaction logic, with animal forms primarily...

arXiv:2606.08130v1 Announce Type: new Abstract: This study employs a reflexive thematic analysis to systematically examine the design patterns of 48 first-person Virtual reality (VR) animal avatar games. The research identifies four primary design themes: Animal Biomimicry, Limited Animal Simulation, Hybrid HumanAnimal Features, and Human Behavior with Animal Avatar. The analysis reveals that approximately 77 percent of the games remain grounded in human-centered interaction logic, with animal forms primarily serving as visual representations. The study highlights the core tension between authenticity and usability in current VR animal avatar design, and points toward design opportunities for achieving more authentic animal avatar's interactive experience through directions such as controller innovation, unconventional body mapping, and dynamic feedback. This research provides a thematic classification framework for understanding the representation of non-human perspectives in VR games.
Non-Human (ORG) Virtual (ORG) Animal Biomimicry (LOCATION) Limited Animal Simulation (ORG) VR (LOCATION)
Originally published by arXiv CS Read original →