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Virtual Reality

Gamify the World –
Reshaping Sensory Experiences.

Gamify the World –
Reshaping Sensory Experiences.

Gamify the World –
Reshaping Sensory Experiences.

Centers on gamification theory, using The Climb 2 as a foundation to explore the visual, user-centered, and experiential dimensions of VR environments and their influence on human behavior.

Centers on gamification theory, using The Climb 2 as a foundation to explore the visual, user-centered, and experiential dimensions of VR environments and their influence on human behavior.

All copyrights belong to the original The Climb 2 team; this project uses select elements solely for academic discussion, with full respect for the original creators.

All copyrights belong to the original The Climb 2 team; this project uses select elements solely for academic discussion, with full respect for the original creators.

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Spatial Audio immerses you in Dolby Atmos, 5.1, or 7.1 surround sound that feels like it's coming from every direction. Connect HomePod for three-dimensional audio that places you right in the middle of the action. Or connect AirPods for a personal theater experience with sound that automatically adjusts to stay centered on the TV even if you move around the room.

Enhance Dialogue pulls spoken words forward, whether you listen through your built-in TV speakers, HomePod, AirPods, Bluetooth speakers, or receivers. So even whispers are heard more clearly amid the music and background sounds of your favorite movies and shows — making a truly immersive home theater experience sound even better.

Spatial Audio immerses you in Dolby Atmos, 5.1, or 7.1 surround sound that feels like it's coming from every direction. Connect HomePod for three-dimensional audio that places you right in the middle of the action. Or connect AirPods for a personal theater experience with sound that automatically adjusts to stay centered on the TV even if you move around the room.

Enhance Dialogue pulls spoken words forward, whether you listen through your built-in TV speakers, HomePod, AirPods, Bluetooth speakers, or receivers. So even whispers are heard more clearly amid the music and background sounds of your favorite movies and shows — making a truly immersive home theater experience sound even better.

The Application of Gamification Elements to VR Experience -Take the Example of “The Climb 2”

The Application of Gamification Elements to VR Experience -Take the Example of “The Climb 2”

The Application of Gamification Elements to VR Experience -Take the Example of “The Climb 2”

Timeline
September 2021 - July 2023
Role
Thesis Author,
UX Researcher & Designer
Responsibilities
UX Research
Prototyping
Disciplines
Human Computer Interaction
Information Behavior Research
User Experience Design
Game Design
Tools
Adobe Creative Suite
Unity
Midjourney
Blockade Labs
Methods
Competitor Analysis
Ergonomics Study
Literature Review
Octalysis Framework
Persona
Player's Journey Map
Prototype
User Interview
Advisor
Prof. Kuei-Chia Liang
Associated with
Graduation Thesis at
Master of Design Program
Department of Design
College of Arts
National Taiwan Normal University (NTNU)

Project Highlight

Overview

How Might We Driving VR Retention Through the Gamification Design?

Virtual Reality offers limitless immersion, yet many experiences fail to sustain long-term engagement. This case study applies Human-Focused Design principles to analyze and optimize player retention in VR. Using The Climb 2 as a primary subject, I utilized behavioral psychology to bridge the gap between functionality and obsession.

Outcome Preview

The Science of Staying: Optimizing Onboarding and Driving Social Mastery

Behavioral Strategy for User Experience

Identify and solve "Black Hat" design friction by applied all 8 Core Drives of the Octalysis Gamification Framework.

Identify and solve "Black Hat" design friction by applied all 8 Core Drives of the Octalysis Gamification Framework.

User-Validated Solutions

Developed 8 key feature enhancements, based on semi-structure qualitative user research.

Developed 8 key feature enhancements, based on semi-structure qualitative user research.

Scalable UX Framework for VR

Established a roadmap for VR developers to balance "White Hat" motivation with technical constraints.

Established a roadmap for VR developers to balance "White Hat" motivation with technical constraints.

Design Artifact

Technical Deliverables: Bridging Thesis Insights with High-Fidelity Design

Research Paper

A deep-dive academic study published on NDLTD Taiwan, detailing the behavioral psychology and ergonomics behind VR climbing mechanics.

A deep-dive academic study published on NDLTD Taiwan, detailing the behavioral psychology and ergonomics behind VR climbing mechanics.

Explore Research

Video Demonstration

A high-fidelity motion study showcasing the redesigned game hall, real-time feedback systems, and the new multiplayer social hub in action.

A high-fidelity motion study showcasing the redesigned game hall, real-time feedback systems, and the new multiplayer social hub in action.

Design Iteration Breakdown

A side-by-side Before vs. After analysis of 8 key UI/UX changes, grounded in user interview data and Octalysis core drives.

A side-by-side Before vs. After analysis of 8 key UI/UX changes, grounded in user interview data and Octalysis core drives.

Review Solutions

What My Collaborators Say

Advisor

Prof. Kuei-Chia Liang

Professor of Graduate School of Design at NTNU

Beyond her academic accomplishments, Yung-Wei has shown herself to be a fantastic UX Researcher and Designer.

Her ability to address and resolve challenges in emerging technologies, coupled with her curiosity and excellent teamwork, indicates that she will undoubtedly excel others.

Beyond her academic accomplishments, Yung-Wei has shown herself to be a fantastic UX Researcher and Designer.

Her ability to address and resolve challenges in emerging technologies, coupled with her curiosity and excellent teamwork, indicates that she will undoubtedly excel others.

Internal Examiner in Thesis Defense

Manfred Wang

Professor of D.Des, NTNU & Principal Creative Advisor at BenQ / Qisda Corp.

Yung-Wei stands out as a designer who possesses the right mix of creativity, technical knowledge, modesty, and teamwork.

She demonstrates a collaborative and humble leadership style. This modesty didn't diminish her influence, rather, it made her an effective leader who inspired and empowered those around her.

Yung-Wei stands out as a designer who possesses the right mix of creativity, technical knowledge, modesty, and teamwork.

She demonstrates a collaborative and humble leadership style. This modesty didn't diminish her influence, rather, it made her an effective leader who inspired and empowered those around her.

The True Story Behind this Project

The Case Study Author

Yung-Wei Chen

Something I wanna share before you dive into my research story…

I’ve been a gamer at every stage of my life—it’s part of who I am. So, finding a thesis topic at NTNU that allowed me to merge that passion with design felt like catching lightning in a bottle.

The research process was undeniably grueling, but I’ll never forget the "aha!" moment when I realized how gamification is the bridge between human behavior, psychology, and information science. Suddenly, it all clicked: I finally understood why I play games with the same "all-in" intensity that I bring to my UX work.

As a real-world climber, I have a deep respect for The Climb 2. I recognized the massive HCI (Human-Computer Interaction) hurdles the developers faced in VR, but I also felt the magic of an experience that transcends physical boundaries.

This was my first Master’s Thesis and my first dive into the world of VR UX. I’m writing this here to anchor my design spirit: Design should never be just functional, it must be meaningful and, above all, pleasurable.

I’ve been a gamer at every stage of my life—it’s part of who I am. So, finding a thesis topic at NTNU that allowed me to merge that passion with design felt like catching lightning in a bottle.

The research process was undeniably grueling, but I’ll never forget the "aha!" moment when I realized how gamification is the bridge between human behavior, psychology, and information science. Suddenly, it all clicked: I finally understood why I play games with the same "all-in" intensity that I bring to my UX work.

As a real-world climber, I have a deep respect for The Climb 2. I recognized the massive HCI (Human-Computer Interaction) hurdles the developers faced in VR, but I also felt the magic of an experience that transcends physical boundaries.

This was my first Master’s Thesis and my first dive into the world of VR UX. I’m writing this here to anchor my design spirit: Design should never be just functional, it must be meaningful and, above all, pleasurable.

Background

Level Up Your Senses: How Gamification Keeps Us Hooked in Virtual Worlds

As technology and economies advance, design is no longer limited to functionality. Emotional engagement and user interaction now play crucial roles. In this context, human-centric theories have evolved, with gamification gaining significant prominence in user experience (UX). Meanwhile, Virtual Reality (VR), with its immersive and boundary-free nature, is reshaping sensory experiences.

VR challenges traditional UX norms and raises questions about the role of gamification in this space. Under these circumstances, I want to explore: Why are people always addicted to games? and How do game strategies drive people?

This research investigates the impact of gamification in VR through a case study of The Climb 2.

The Application of Gamification Elements to VR Experience -
Take the Example of “The Climb 2”

This thesis was published on NDLTD Taiwan and is available in Mandarin.

The VR games should be in the sports or arcade category, consistent with The Climb 2.

Research Process

Crafting the VR Experience: Literature, Data Collection, and Visualizing

The Research Process of Thesis. (by YUNG-WEI CHEN)

The Research Process of Thesis.
(by YUNG-WEI CHEN)

Research Methods

The Heart of the Game: How Motivation and Player Journeys Shape VR Experiences

My research adopts Yu-Kai Chou’s Octalysis Framework for Gamification and Behavioral Design, which emphasizes a human motivation mindset over functionality. By following a “Human-Focused Design” approach, the framework applies engaging game elements to real-world tasks, focusing on the motivations that drive people rather than simply prioritizing efficiency.

My research adopts Yu-Kai Chou’s Octalysis Framework for Gamification and Behavioral Design, which emphasizes a human motivation mindset over functionality. By following a “Human-Focused Design” approach, the framework applies engaging game elements to real-world tasks, focusing on the motivations that drive people rather than simply prioritizing efficiency.

Octalysis Gamification Framework, from Chou, Y. (2012.).

Octalysis Gamification Framework,

from Chou, Y. (2012.).

The 8 Core Drives (CD) of Gamification

  1. Epic Meaning & Calling

  2. Development & Accomplishment

  3. Empowerment of Creativity & Feedback

  4. Ownership and Possession

  5. Social Influence & Relatedness

  6. Scarcity & Impatience

  7. Unpredictability & Curiosity

  8. Loss & Avoidance

The 8 Core Drives (CD) of Gamification

  1. Epic Meaning & Calling

  2. Development & Accomplishment

  3. Empowerment of Creativity & Feedback

  4. Ownership and Possession

  5. Social Influence & Relatedness

  6. Scarcity & Impatience

  7. Unpredictability & Curiosity

  8. Loss & Avoidance

Player’s Journey from Kim, Werbach & Chou. (Composed by YUNG-WEI CHEN)

The player journey segments players’ internal experiences and intangible emotions over time as they interact with a product. Through this tool, I can conduct a more advanced analysis of users and products, gaining deeper insights into the application and evolution of gamification elements at various stages.

This analysis further reveals how these shifts influence the player’s state throughout their journey.

The player journey segments players’ internal experiences and intangible emotions over time as they interact with a product. Through this tool, I can conduct a more advanced analysis of users and products, gaining deeper insights into the application and evolution of gamification elements at various stages.

This analysis further reveals how these shifts influence the player’s state throughout their journey.

Competitor Analysis

Picking the Perfect Game: How I Choose the Most Inspiring VR Experiences

To minimize uncontrolled variables caused by differences in game genre, hardware, platform, and version, the selected case must meet the following criteria:

Genre

The VR games should be in the sports or arcade category, consistent with The Climb 2.

Product Credibility

Games must be recommended across professional review platforms or hold over 60% four-star ratings on the Oculus platform.

Games must be recommended across professional review platforms or hold over 60% four-star ratings on the Oculus platform.

Games must be recommended across professional review platforms or hold over 60% four-star ratings on the Oculus platform.

Platform

Must be officially released on the Oculus platform.

Hardware

Compatible with Meta Quest 2.

Secrets of Success: How Top VR Games Spark Achievement and Social Connection

Based on the above selection criteria, four VR games, Carve Snowboarding, STRIDE, Echo VR, and Racket: Nx, were selected as case study targets. I conducted a competitor analysis using the Octalysis Framework to understand how gamification strategies are applied and interact within current VR games, and how they facilitate player engagement.

Strengths

  • Well-designed scoring and achievement systems support player growth (Align with CD2).

  • Varied, rich real-time feedback provides excitement and boosts confidence (Align with CD3 & CD7).

  • Cooperative two-player mode enhances social influence.

  • Players can create and share custom levels, showcasing high creativity (Align with CD3 & CD5).

Weaknesses

  • Limited elements to support player identity.

Game modes

1 - 2 Player

Supported modes

Release date

Jul 19, 2019

Racket: Nx

A sports game with a cosmic theme, centered around racket-based play. Players hit a ball in a glass dome, aiming for specific wall targets, challenging their control of the racket and ball.

Strengths

  • Team-based competition and community development create strong engagement (Align with CD5).

  • Excitement and unpredictability from teaming up with different players and teams (Align with CD7).

  • Well-designed interface and score display system support player growth (Align with CD1 & CD2).

  • High-quality physics system offers excellent portrayal of characters floating in zero gravity.

Weaknesses

  • Limited elements to support player identity.

Game modes

4+ Player

Supported modes

Release date

May 6, 2020

Echo VR

A fast-paced, zero-gravity 4v4 multiplayer competitive game, defined by its supersonic speed and unique approach of offering a free download to attract players and promote the game.

Strengths

  • Diverse game modes to meet various player needs.

  • Targeted tutorials help beginners practice specific skills.

  • Flexible player options and competition formats align with CD3 & CD5.

  • Regular content updates keep the game fresh.

Weaknesses

  • Simplistic interface and visual design.

  • Limited elements to support player identity.

Game modes

1 - 4 Player

Supported modes

Release date

Aug 6, 2021

STRIDE

A parkour-themed game where players leap across city rooftops, break through high-rise glass facades, and race at thrilling speeds, experiencing the adrenaline rush of urban running.

Strengths

  • Leverages the CD2 impacts.

  • Offers collectible items that enhance CD4.

  • Varying terrain and hidden cassette tapes trigger CD7.

Weaknesses

  • Lacks social influence due to single-player limitation.

  • Overly relies on left-brain-driven mechanics, reducing long-term engagement.

  • Some levels are too difficult, improperly utilizing CD8., discouraging players.

Game modes

1 Player

Supported modes

Release date

May 28, 2021

Carve Snowboarding

A level-based sports game centered around snowboarding, where players carve through snow, dodge rocks and trees, and race across vast snowy landscapes, experiencing shifts in speed, slopes, and body balance on snow.

Strengths

  • Well-designed scoring and achievement systems support player growth (Align with CD2).

  • Varied, rich real-time feedback provides excitement and boosts confidence (Align with CD3 & CD7).

  • Cooperative two-player mode enhances social influence.

  • Players can create and share custom levels, showcasing high creativity (Align with CD3 & CD5).

Weaknesses

  • Limited elements to support player identity.

Game modes

1 - 2 Player

Supported modes

Release date

Jul 19, 2019

Racket: Nx

A sports game with a cosmic theme, centered around racket-based play. Players hit a ball in a glass dome, aiming for specific wall targets, challenging their control of the racket and ball.

Strengths

  • Team-based competition and community development create strong engagement (Align with CD5).

  • Excitement and unpredictability from teaming up with different players and teams (Align with CD7).

  • Well-designed interface and score display system support player growth (Align with CD1 & CD2).

  • High-quality physics system offers excellent portrayal of characters floating in zero gravity.

Weaknesses

  • Limited elements to support player identity.

Game modes

4+ Player

Supported modes

Release date

May 6, 2020

Echo VR

A fast-paced, zero-gravity 4v4 multiplayer competitive game, defined by its supersonic speed and unique approach of offering a free download to attract players and promote the game.

Strengths

  • Diverse game modes to meet various player needs.

  • Targeted tutorials help beginners practice specific skills.

  • Flexible player options and competition formats align with CD3 & CD5.

  • Regular content updates keep the game fresh.

Weaknesses

  • Simplistic interface and visual design.

  • Limited elements to support player identity.

Game modes

1 - 4 Player

Supported modes

Release date

Aug 6, 2021

STRIDE

A parkour-themed game where players leap across city rooftops, break through high-rise glass facades, and race at thrilling speeds, experiencing the adrenaline rush of urban running.

Strengths

  • Leverages the CD2 impacts.

  • Offers collectible items that enhance CD4.

  • Varying terrain and hidden cassette tapes trigger CD7.

Weaknesses

  • Lacks social influence due to single-player limitation.

  • Overly relies on left-brain-driven mechanics, reducing long-term engagement.

  • Some levels are too difficult, improperly utilizing CD8., discouraging players.

Game modes

1 Player

Supported modes

Release date

May 28, 2021

Carve Snowboarding

A level-based sports game centered around snowboarding, where players carve through snow, dodge rocks and trees, and race across vast snowy landscapes, experiencing shifts in speed, slopes, and body balance on snow.

Strengths

  • Well-designed scoring and achievement systems support player growth (Align with CD2).

  • Varied, rich real-time feedback provides excitement and boosts confidence (Align with CD3 & CD7).

  • Cooperative two-player mode enhances social influence.

  • Players can create and share custom levels, showcasing high creativity (Align with CD3 & CD5).

Weaknesses

  • Limited elements to support player identity.

Game modes

1 - 2 Player

Supported modes

Release date

Jul 19, 2019

Racket: Nx

A sports game with a cosmic theme, centered around racket-based play. Players hit a ball in a glass dome, aiming for specific wall targets, challenging their control of the racket and ball.

Strengths

  • Team-based competition and community development create strong engagement (Align with CD5).

  • Excitement and unpredictability from teaming up with different players and teams (Align with CD7).

  • Well-designed interface and score display system support player growth (Align with CD1 & CD2).

  • High-quality physics system offers excellent portrayal of characters floating in zero gravity.

Weaknesses

  • Limited elements to support player identity.

Game modes

4+ Player

Supported modes

Release date

May 6, 2020

Echo VR

A fast-paced, zero-gravity 4v4 multiplayer competitive game, defined by its supersonic speed and unique approach of offering a free download to attract players and promote the game.

Strengths

  • Diverse game modes to meet various player needs.

  • Targeted tutorials help beginners practice specific skills.

  • Flexible player options and competition formats align with CD3 & CD5.

  • Regular content updates keep the game fresh.

Weaknesses

  • Simplistic interface and visual design.

  • Limited elements to support player identity.

Game modes

1 - 4 Player

Supported modes

Release date

Aug 6, 2021

STRIDE

A parkour-themed game where players leap across city rooftops, break through high-rise glass facades, and race at thrilling speeds, experiencing the adrenaline rush of urban running.

Strengths

  • Leverages the CD2 impacts.

  • Offers collectible items that enhance CD4.

  • Varying terrain and hidden cassette tapes trigger CD7.

Weaknesses

  • Lacks social influence due to single-player limitation.

  • Overly relies on left-brain-driven mechanics, reducing long-term engagement.

  • Some levels are too difficult, improperly utilizing CD8., discouraging players.

Game modes

1 Player

Supported modes

Release date

May 28, 2021

Carve Snowboarding

A level-based sports game centered around snowboarding, where players carve through snow, dodge rocks and trees, and race across vast snowy landscapes, experiencing shifts in speed, slopes, and body balance on snow.

Competitor Analysis – Horizontal Comparison

Common Points

  • Frequent use of White Hat core drives (aligned with Core Drives 1–5), with a particular emphasis on Core Drive 2.

  • Minimal use of Black Hat core drives (aligned with Core Drives 4–8), providing balanced stimulation.

Differences

  • Different applications of CD3 & 4 due to varying game objectives.

  • Single-player games leverage CD 8 to maintain player engagement.

Competitor Analysis – Horizontal Comparison

Common Points

  • Frequent use of White Hat core drives (aligned with Core Drives 1–5), with a particular emphasis on Core Drive 2.

  • Minimal use of Black Hat core drives (aligned with Core Drives 4–8), providing balanced stimulation.

Differences

  • Different applications of CD3 & 4 due to varying game objectives.

  • Single-player games leverage CD 8 to maintain player engagement.

Competitor Analysis – Horizontal Comparison

Common Points

  • Frequent use of White Hat core drives (aligned with Core Drives 1–5), with a particular emphasis on Core Drive 2.

  • Minimal use of Black Hat core drives (aligned with Core Drives 4–8), providing balanced stimulation.

Differences

  • Different applications of CD3 & 4 due to varying game objectives.

  • Single-player games leverage CD 8 to maintain player engagement.

Current State

Scaling New Heights: Exploring The Climb 2's Component and Game Flow

The Climb 2 is structured into seven main sections: Tutorial, Alps, Bay, Canyon, City, North, Freestyle, and Event.

Aside from the Tutorial and seasonal Event, the five main regions offer three difficulty levels (Easy, Medium, and Hard) with unique terrains and views. Players must complete each level to unlock the next. Freestyle mode includes 12 progressive stages, each unlocked by completing the previous one.

The Climb 2 is structured into seven main sections: Tutorial, Alps, Bay, Canyon, City, North, Freestyle, and Event.

Aside from the Tutorial and seasonal Event, the five main regions offer three difficulty levels (Easy, Medium, and Hard) with unique terrains and views. Players must complete each level to unlock the next. Freestyle mode includes 12 progressive stages, each unlocked by completing the previous one.

The Climb 2 is structured into seven main sections: Tutorial, Alps, Bay, Canyon, City, North, Freestyle, and Event.

Aside from the Tutorial and seasonal Event, the five main regions offer three difficulty levels (Easy, Medium, and Hard) with unique terrains and views. Players must complete each level to unlock the next. Freestyle mode includes 12 progressive stages, each unlocked by completing the previous one.

Game Structure of The Climb 2. (Composed by YUNG-WEI CHEN)

Inside the Climb: How Environment, Controls, and Status Shape the Game

This breakdown aimed to identify the in-game circumstances players experience prior to user interviews, helping contextualize their emotional responses.

Gameplay in The Climb 2 can be divided into three key aspects:

This breakdown aimed to identify the in-game circumstances players experience prior to user interviews, helping contextualize their emotional responses.

Gameplay in The Climb 2 can be divided into three key aspects:

Environment

The Tutorial automatically guides first-time players through the game environment, gradually introducing them to the core mechanics of gameplay.

Controls

The primary control is the Grab function, activated using the trigger buttons on Oculus controllers. Additional actions derived from Grab include Jump, Pull, Half Press, and Clean. Gameplay mainly revolves around the trigger button, with the index finger operating the trigger and the middle finger controlling the grip button.

Stastus

The game adopts a traditional level-based structure, including pre-level selections (e.g., Choose Sense and Mode) and post-level results (Complete, Game Result, and Achievement Unlock). In-game events such as Fall, Restart, and Warning are system-triggered, requiring no direct input from the player—except for the Pause function.

The Game Environment, Controls, and Status in The Climb 2. (Composed by YUNG-WEI CHEN)

Gameplay Images from The Climb 2

Gameplay Images from The Climb 2

Cracking the Code under Octalysis: Strengths, Surprises, and Opportunities for More Fun

I applied the Octalysis Framework to The Climb 2 to further understand how gamification elements function within the existing game flow. Through this analysis, I was able to preliminarily identify potential challenges players may face, as well as opportunities for improvement within the experience.

Strengths

  • Effectively leverages VR’s immersive nature and diverse environments to provide visual appeal and creative experience.

  • Includes collectible items. (Align with CD4.)

Weaknesses

  • Lacks social influence due to single-player limitation.

  • Overly relies on left-brain-driven mechanics, lacks motivational factors to encourage consistent engagement.

  • Some levels are overly challenging, which can lead to player frustration.

Game modes

1 Player

Supported modes

Release date

Mar 4, 2021

The Climb 2

The Climb 2 is a virtual reality game with a rock climbing theme, presented from a first-person perspective. Players navigate various scenic environments, challenging themselves physically and mentally while enjoying the expansive virtual landscapes.

Strengths

  • Effectively leverages VR’s immersive nature and diverse environments to provide visual appeal and creative experience.

  • Includes collectible items. (Align with CD4.)

Weaknesses

  • Lacks social influence due to single-player limitation.

  • Overly relies on left-brain-driven mechanics, lacks motivational factors to encourage consistent engagement.

  • Some levels are overly challenging, which can lead to player frustration.

Game modes

1 Player

Supported modes

Release date

Mar 4, 2021

The Climb 2

The Climb 2 is a virtual reality game with a rock climbing theme, presented from a first-person perspective. Players navigate various scenic environments, challenging themselves physically and mentally while enjoying the expansive virtual landscapes.

Strengths

  • Effectively leverages VR’s immersive nature and diverse environments to provide visual appeal and creative experience.

  • Includes collectible items. (Align with CD4.)

Weaknesses

  • Lacks social influence due to single-player limitation.

  • Overly relies on left-brain-driven mechanics, lacks motivational factors to encourage consistent engagement.

  • Some levels are overly challenging, which can lead to player frustration.

Game modes

1 Player

Supported modes

Release date

Mar 4, 2021

The Climb 2

The Climb 2 is a virtual reality game with a rock climbing theme, presented from a first-person perspective. Players navigate various scenic environments, challenging themselves physically and mentally while enjoying the expansive virtual landscapes.

User Research

Feeling the Climb: What Players Really Think from Interviews

I conducted semi-structured interviews to better understand player engagement, motivation, and the challenges encountered during interaction. Basic scripts were provided to guide players, while participants were encouraged to add any additional details based on their own experiences.

The interview questions were structured according to the Player Journey theory, which includes four key phases: Discovery, Onboarding, Scaffolding, and Endgame. These were aligned with the 8 Core Drives from the Octalysis Framework to support a deeper analysis of the user experience.

Brief Structure of the Player Interview.

The Player's Journey Map of The Climb 2.

Players Speak Out: The Points That Matter Most for a Better Experience

The interview consisted of 11 sections, lasting approximately 80 minutes. It included open-ended questions to encourage participants to share their personal experiences, followed by closed-ended questions to gather more focused responses.

Key insights from players include:

Need for More Intuitive Interface Guidance

50% of the users felt confused when first entering the game. The other 50% mentioned that the game hall design did not align with the game’s theme and failed to support emotional engagement. This suggests a need for clearer and more intuitive interface guidance to help users navigate the game environment.

Enhanced Emotional Engagement During Gameplay

60% expressed frustration when they were unsure how far the next save point was. These findings highlight the need to add clearer progress indicators and enhance interactive elements to maintain player engagement during climbing.

Practice Make Perfect

30% of user fail with long distance jump climbing technique. Another 40% unsatisfied with the unpausable tutorial. Provide additional practice opportunities in the tutorial, such as segmented or repeatable exercises for specific climbing actions, rather than a single, linear tutorial. This helps beginners master core gameplay mechanics and build confidence before progressing to more challenging levels.

Motivation for Long-Term Engagement

40% of users reported feeling bored when replaying the same level. Introduce regular content updates and incorporate multiplayer features to foster a sense of progression, community, and replayability, which are key factors in sustaining player interest over time.

Persona

Player Portraits: Needs, Frustrations, and Hopes Across Different Skill Levels

I developed personas based on interview feedback to represent three player levels: novice, intermediate, and advanced. These levels correspond to phases within the player journey theory and their time investment, famililarity with VR technologies.

By creating these personas, I was able to better understand which gamification strategies resonate with each group and identify the Core Drives they value most.

The personas with different player levels are showed below:

The Persona Based on Player Research.

The Persona Based on Player Research.

Synthesis

From Insight to Action: Turning Player Needs into Game-Changing Ideas

This phase consolidates findings from earlier user experience research and case studies to propose hypotheses that address potential user issues, forming a foundation for future enhancements to The Climb 2.

By integrating design solutions into the original user flow, we can better visualize how player behavior may shift during decision-making moments. The updated game flow structure is reflected in the revised information architecture.

The proposed improvements, new user flow, and information architecture are outlined below:

Hypothesis Statement for The Climb 2 Improvement.

Hypothesis Statement for The Climb 2 Improvement.

New User Flow for The Climb 2.

New User Flow for The Climb 2.

New Information Architecture for The Climb 2.

New Information Architecture for The Climb 2.

Gamification Design

Bringing Gamification Design into Practice

This section highlights the most impactful updates that make The Climb 2 more engaging for players by applying gamification strategies and feedback-driven improvements:

Key Change #1: Enhanced Game Hall Immersion & Clear Interface

To improve player engagement from the outset, the game hall is redesigned to create a more immersive and cohesive environment. A visually captivating and thematically consistent setting draws players into the world of The Climb 2 as soon as they enter the game.

In addition, the game interface is streamlined to offer clearer, more intuitive navigation. This includes simplifying menu layouts, clarifying character selection, and improving spatial orientation within the environment. These changes reduce initial user confusion and elevate the overall player experience.

Original vs After state for the Gaming Hall and Interface in The Climb 2.

Key Change #2: Adding New Scenes to Promote Player Retention

To maintain freshness and engagement, The Climb 2 includes a variety of new scenes for players to explore. Each scene features distinct terrains, visual themes, and challenges designed to offer different levels of difficulty and enrich the climbing experience.

By releasing regular content updates, the game avoids repetitive gameplay and continually encourages players to return. These new environments not only refresh the experience but also allow players to test and refine their skills across diverse conditions, making every climb feel unique and rewarding.

Original vs After state for the Scenes in The Climb 2.

Key Change #3: Restructuring Tutorial into Modular, Point-Based Practice

The tutorial is restructured into modular, point-based segments that allow players to practice specific climbing techniques at their own pace.

Each segment focuses on a particular skill, and players can revisit areas where they need more experience. This modular approach offers flexibility, builds confidence, and supports skill mastery before players take on more advanced challenges.

Original vs After state for the Tutorial in The Climb 2.

Key Change #4: Introducing Multiplayer Mode for Enhanced Social Connection and Long-Term Engagement

Players can now compete or cooperate with friends and others, adding a new dimension to the climbing experience.

Multiplayer mode enables real-time interactions, allowing players to challenge each other's climbing times or collaborate to overcome difficult routes.

This feature strengthens social connection, encourages community participation, and motivates players to return for dynamic shared experiences, ultimately supporting the game's long-term appeal.

Original vs After state for the Multiplayer Mode in The Climb 2.

Original vs After state for the Multiple Players in The Climb 2.

Key Change #5: Real-Time Feedback During Climbing to Reinforce Positive Player Reflection

To enhance player motivation and immersion, The Climb 2 introduces real-time feedback during gameplay. This feature includes instant notifications for unlocked achievements or newly revealed storylines as players progress through challenging routes.

Real-time feedback provides a continuous sense of accomplishment and progression, reinforcing positive actions and encouraging players to reflect on their success and push further throughout their climbing experience.

By recognizing milestones and achievements immediately, the game keeps players engaged and motivated, ensuring their efforts feel meaningful in the moment.

Original vs After state for the Real Time Feedback in The Climb 2.

Original vs After state for the Multiple Players in The Climb 2.

Key Change #6: Implementing a Progress Bar During Climb to Support Player Continued Effort

The progress bar offers a clear visual reference, enabling players to track how far they have climbed and how much further they need to go to reach the next checkpoint or summit. This immediate feedback helps reduce uncertainty and frustration.

As players see their advancement in real time, it fosters a sense of accomplishment and encourages them to keep pushing forward throughout the climb.

The progress bar provides a clear visual reference, helping players to know how far they've come and how much further they need to go to reach the next checkpoint or the summit.

Original vs After state for the Progress Bar in The Climb 2.

Original vs After state for the Multiple Players in The Climb 2.

Key Change #7: Enhanced Climbing Summary with Highlights Recap to Promote Achievement Recognition and Social Engagement

This feature allows players to review their unlocked achievements and storyline milestones after each climb.

Additionally, a Highlights Recap showcases best moments and top performances, creating a visual summary that players can share on social media.

This recap not only helps players celebrate their accomplishments but also promotes social connection and boosts the game’s visibility.

Original vs After state for the Climbing Summary in The Climb 2.

Original vs After state for the Multiple Players in The Climb 2.

Key Change #8: Detailed Climbing Analysis to Support Player Progression

This analysis feature breaks down various aspects of each climb, including section times, stamina management, grip strength usage, and any challenges encountered.

By providing these metrics, players can identify specific areas for improvement, refine climbing techniques, and monitor their progress over time. Especially tailored for advanced players, the tool is designed for self-improvement, delivering informed feedback to encourage skill development and sustained engagement.

Original vs After state for the Detailed Climbing Analysis in The Climb 2.

Original vs After state for the Multiple Players in The Climb 2.

Video Demonstration

See the Design in Action: Watch The Climb 2’s Transformations on Screen

See the Design in Action: Watch The Climb 2’s Transformations on Screen

This video showcases the full range of improvements in The Climb 2, incorporating all proposed changes for an enhanced user experience.

Each feature is demonstrated to highlight upgrades in gameplay, interface, and player engagement.

This video showcases the full range of improvements in The Climb 2, incorporating all proposed changes for an enhanced user experience.

Each feature is demonstrated to highlight upgrades in gameplay, interface, and player engagement.

Exhibition Records

Public Dissemination: Presenting UX Research and Design Outcomes

Public Dissemination: Presenting UX Research and Design Outcomes

The design outcomes of this study were publicly exhibited at the Taiwan Design Center - East Gate, NTNU. Aligned with the master’s degree graduation exhibition theme, “Think Too Much,” the display featured a dynamic video projection showcasing the gamification enhancements made to The Climb 2. The presentation was complemented by posters illustrating the complete research and design process.

Exhibition highlights are as follows:

The design outcomes of this study were publicly exhibited at the Taiwan Design Center - East Gate, NTNU. Aligned with the master’s degree graduation exhibition theme, “Think Too Much,” the display featured a dynamic video projection showcasing the gamification enhancements made to The Climb 2. The presentation was complemented by posters illustrating the complete research and design process.

Exhibition highlights are as follows:

Post-Design Outcome

Impact & Validation: Measuring the Efficacy of Gamified VR

Following the iterative design process, the project's impact was measured across three key dimensions: user experience optimization, academic validation, and the establishment of a scalable behavioral blueprint for the VR industry.

Following the iterative design process, the project's impact was measured across three key dimensions: user experience optimization, academic validation, and the establishment of a scalable behavioral blueprint for the VR industry.

UX Optimization: Resolving Over 40% User Friction through Behavioral Design

By transitioning from a linear tutorial to a Modular Mastery System, the proposed design addresses the 40% '"onboarding boredom" rate identified in initial testing. The introduction of real-time spatial feedback directly mitigates the navigation friction reported by 60% of participants, replacing frustration with a sense of autonomy and progress.

By transitioning from a linear tutorial to a Modular Mastery System, the proposed design addresses the 40% '"onboarding boredom" rate identified in initial testing. The introduction of real-time spatial feedback directly mitigates the navigation friction reported by 60% of participants, replacing frustration with a sense of autonomy and progress.

External Validation: Industry Recognition and Scholarly Dissemination

This research was formally recognized and exhibited at the Taiwan Design Center, where it served as a case study for the "Think Too Much" design series. Furthermore, the published thesis on NDLTD Taiwan provides a validated Behavioral Design Playbook for developers seeking to implement the Octalysis Framework within immersive VR environments.

This research was formally recognized and exhibited at the Taiwan Design Center, where it served as a case study for the "Think Too Much" design series. Furthermore, the published thesis on NDLTD Taiwan provides a validated Behavioral Design Playbook for developers seeking to implement the Octalysis Framework within immersive VR environments.

Strategic Blueprint: A Scalable Framework for Future Immersive Retention

Beyond the specific enhancements to The Climb 2, this project established a Scalable UX Framework for VR Retention. It demonstrates that Human-Focused Design can reduce churn in high-intensity VR categories by balancing White Hat (meaning/accomplishment) and Black Hat (scarcity/loss avoidance) motivators.

Beyond the specific enhancements to The Climb 2, this project established a Scalable UX Framework for VR Retention. It demonstrates that Human-Focused Design can reduce churn in high-intensity VR categories by balancing White Hat (meaning/accomplishment) and Black Hat (scarcity/loss avoidance) motivators.

Lessons Learned

Design Synthesis: Strategic Principles for Human-Focused VR

Through a rigorous analysis of behavioral core drives within immersive environments, this study identifies a strategic framework for elevating VR experiences. These findings synthesize how a shift from functional design to motivation-based architecture directly influences user engagement and long-term retention:

Through a rigorous analysis of behavioral core drives within immersive environments, this study identifies a strategic framework for elevating VR experiences. These findings synthesize how a shift from functional design to motivation-based architecture directly influences user engagement and long-term retention:

Always be Human-Focused

Always be Human-Focused

Gamification elements should be flexible, adapting to user needs, evolving their expectations, and changing scenarios to maximize engagement.

Gamification elements should be flexible, adapting to user needs, evolving their expectations, and changing scenarios to maximize engagement.


Prioritize Intrinsic Motivation

Intrinsic motivation provides stable user engagement; external rewards should complement the core experience without overshadowing it.

Setting clear growth goals and a structured learning path can reduce user frustration and support long-term engagement.

Providing a Clear Growth Path for User

Foster Interdisciplinary Integration

Effective VR design requires collaboration across disciplines to achieve a well-rounded user experience design.

Navigating the intersection of information behavior, emotional design, and gamification within a VR context presented a unique architectural challenge. By bridging academic literature with rigorous user research, this project evolved into a comprehensive exploration of how human-centered principles solve modern engagement friction. These insights have solidified my commitment to designing at the frontier of technology and psychology, a mindset that will define my future contributions to the field of interaction design.

© 2026 All rights reserved by YUNG-WEI CHEN

© 2024. YUNGWEI CHEN

© 2026 All rights reserved by YUNG-WEI CHEN