Sanal gerçeklik ortamına uyarlanan bilgisayar oyunlarının sezgisel kullanıcı deneyimi prensipleri bağlamında incelenmesi


Thesis Type: Postgraduate

Institution Of The Thesis: Yıldız Technical University, Graduate School of Social Sciences, SANAT ANABİLİM DALI, Turkey

Approval Date: 2025

Thesis Language: Turkish

Student: GÖRKEM GÜMÜŞCAN

Supervisor: Ertan Toy

Open Archive Collection: AVESIS Open Access Collection

Abstract:

The aim of this study is to examine how user experience is transformed during the adaptation of traditional computer games to virtual reality (VR) environments and to evaluate the effectiveness of this transformation within the framework of heuristic user experience principles. For this purpose, Resident Evil 4 VR, released for the Meta Quest 2 platform in 2021, was selected as a case study. Both qualitative and quantitative data collection methods were utilized. Qualitative data were obtained through the think-aloud protocol and the analysis of user comments using the Grounded Theory method. Quantitative data were collected through the implementation of the Presence Questionnaire, Immersive Experience Questionnaire, and Game Experience Questionnaire. User experience was evaluated based on an original set of heuristic principles encompassing usability, playability, and VR-specific experiential factors. The findings indicate that the high user satisfaction associated with Resident Evil 4 VR is not solely due to nostalgic attachment to the series, but also stems from intuitive control systems, clarity of guidance, effectiveness of information presentation, and physical comfort. The results reveal that user experience is a multi-layered phenomenon and that heuristic design elements play a key role in shaping its quality. In this regard, the study highlights the necessity of evaluating VR game adaptations through user-centered and comprehensive approaches, offering a methodological and practical framework for both academic researchers and game designers.