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    •   Intellectual Repository at Rajamangala University of Technology Phra Nakhon
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    Virtual reality monsters world game

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    MCT_66_15.pdf (6.940Mb)
    Date
    2023-03-01
    Author
    Phankeaw, Kritchnanthon
    กฤชณธร พันธ์แก้ว
    Meesaunnil, Nattatida
    ณัฏฐธิดา มีสวนนิล
    Kerdkasem, Wutthichai
    วุฒิชัย เกิดเกษม
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    Abstract
    The objectives of this study were 1) produced a virtual reality monster game 2) Evaluate the suitability of the virtual reality monster’s world game and 3) Evaluate the player satisfaction of the virtual reality monsters World game using. There were two groups of samples the first were a group of 3 qualified experts divided into VR experts, character design and print media. The second sample was a group of virtual reality Monster World game players aged 18-39 years. People who like VR games fear that people who have never played VR games such as those over 40 may have motion sickness or severe dizziness. The age limit for people who had never played VR and the recognition of people with shock due to heart disease were obtained using a specific method of a questionnaire. Analyzing the data for mean and standard deviation. The results showed that the overall assessment result was at the appropriate level (𝒙̅ =3.85, S.D.=0.56) and the printed media assessment result was at the high level with a bad value (𝒙̅ = 4.38, S.D.=0.47) result. Of the players who were satisfied with the Monster World game the evaluation results were in the appropriate level (𝒙̅=4.38 S.D.=0.56).
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    http://repository.rmutp.ac.th/handle/123456789/3979
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