TY - CHAP U1 - Konferenzveröffentlichung A1 - Wegner, Konstantin A1 - Seele, Sven A1 - Buhler, Helmut A1 - Misztal, Sebastian A1 - Herpers, Rainer A1 - Schild, Jonas T1 - Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious Game T2 - 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 N2 - 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. KW - Multiuser KW - Virtual Environments KW - Usability KW - Inventory KW - Serious Games KW - Virtual Reality SN - 978-1-4503-5111-9 SB - 978-1-4503-5111-9 U6 - https://doi.org/10.1145/3130859.3131300 DO - https://doi.org/10.1145/3130859.3131300 N1 - This work was carried out within the project EPICSAVE (FKZ 01PD15004A), which is being funded as part of the program Digitale Medien in der Beruflichen Bildung 2 by the German Federal Ministry of Education and Research (BMBF) and by the European Social Fonds (ESF). SP - 323 EP - 329 PB - ACM ER -