@inproceedings{WegnerSeeleBuhleretal.2017, author = {Konstantin Wegner and Sven Seele and Helmut Buhler and Sebastian Misztal and Rainer Herpers and Jonas Schild}, title = {Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious Game}, series = {Schouten, Markopoulos et al. (Eds.): Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '17 ). Amsterdam, The Netherlands, October 15-18, 2017}, publisher = {ACM}, isbn = {978-1-4503-5111-9}, doi = {10.1145/3130859.3131300}, pages = {323 -- 329}, year = {2017}, abstract = {Inventory design in games is crucial when it comes to managing in-game items efficiently. In multi-user settings, an additional goal is to support awareness concerning a coplayer’s inventory and his/her available actions. Especially in virtual reality (VR), presence and immersion are vital aspects of the experience, suggesting real-world metaphors for interface design. The presented work examines two basic inventory paradigms: an abstract menu-based inventory and a metaphoric virtual belt. Both systems are implemented in a serious game prototype for paramedic training in VR, then evaluated in a between-group design study with paramedic trainees inexperienced in VR technology. While both solutions offer comparable usability and presence scores, the results suggest future optimization.}, language = {en} }