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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.

Project Context

As technology advances and economies mature, 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, raising questions about the role of gamification in this space. This research explores the impact of gamification in VR through a case study of The Climb 2.

As technology advances and economies mature, 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, raising questions about the role of gamification in this space. This research explores the impact of gamification in VR through a case study of The Climb 2.

YUNGWEI's Role

Thesis Author,
UX Researcher and Designer

Duration

September 2021 - July 2023

Advisor

Prof. Kuei-Chia Liang

Associated with

Graduation Thesis
Master of Design Program
Department of Design
College of Arts
National Taiwan Normal University

Methods & Tool

Octalysis Gamification Framework, Literature Review, Human Factor Engineering Study, Case Study, User Interview, Persona, Player's Journey Map, Prototype, Adobe Creative Suite, Unity, Midjourney, Blockade Labs

Research Process

The Research Process.

The Research Process.

Research Methods

Octalysis Framework & Player's Journey

Octalysis Framework & Player's Journey

This research utilized Yu-Kai Chou's Octalysis Framework for Gamification & Behavioral Design, emphasizing a human motivation mindset over functionality. By adopting "Human-Focused Design," the framework applies engaging game elements to real-world tasks, focusing on the motivations that drive people rather than prioritizing efficiency.

This research utilized Yu-Kai Chou's Octalysis Framework for Gamification & Behavioral Design, emphasizing a human motivation mindset over functionality. By adopting "Human-Focused Design," the framework applies engaging game elements to real-world tasks, focusing on the motivations that drive people rather than 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

Play’s Journey from Kim, Werbach & Chou.

Play’s Journey from Kim, Werbach & Chou.

The player journey segments players' internal experiences and intangible emotions over time as they interact with a product. Through this tool, designers can conduct a more advanced analysis of users and products, gaining deep 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, designers can conduct a more advanced analysis of users and products, gaining deep 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.

Case Study

Case Selection Criteria

Case Selection Criteria

To avoid uncontrolled variables arising from differences in game genre, hardware, platform, and version, the selected cases must meet the following criteria:

To avoid uncontrolled variables arising from differences in game genre, hardware, platform, and version, the selected cases 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.

Must be officially released on the Oculus platform.

Platform

Hardware

Compatible with Meta Quest 2.

Based on the above selection criteria, four VR games, Carve Snowboarding, STRIDE, Echo VR, and Racket: Nx, were selected as case study targets.

Based on the above selection criteria, four VR games, Carve Snowboarding, STRIDE, Echo VR, and Racket: Nx, were selected as case study targets.

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 "Development & Accomplishment" 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 "Development & Accomplishment" 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 "Development & Accomplishment" 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.

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.

Case Study – 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.

Case Study – 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.

Case Study – Horizontal Comparison

Current State

The Climb 2 Component Study

The Climb 2 Component Study

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.

Game Structure of The Climb 2.

Current State

Game Environment, Controls, and Game Status in The Climb 2.

Game Environment, Controls, and Game Status in The Climb 2.

In The Climb 2, gameplay is divided into three main aspects:

  1. Environment — The Tutorial automatically guides first-time users through the game environment, gradually familiarizing them with core gameplay mechanics.

  2. Controls — The primary control in The Climb 2 is the Grab function, which allows players to grip using the trigger buttons on the Oculus controllers. Other actions derived from Grab include Jump, Pull, Half Press, and Clean. Gameplay mainly revolves around the trigger button, with the index finger actively engaging it, while the middle finger operates the grip button.


  3. Status — The game follows a traditional level-based structure, including pre-level selection (Choose Sense and Mode) and post-level actions (Complete, Game Result, and Achievement Unlock). In-game events like Fall, Restart, and Warning are automated by the system without player intervention, aside from the Pause function.

In The Climb 2, gameplay is divided into three main aspects:

  1. Environment — For first-time users, the system automatically places the Tutorial at the top of the game menu to guide players through the basics. This introduces the game environment and gradually familiarizes users with core gameplay mechanics.

  2. Controls — The primary control in The Climb 2 is the Grab function, which allows players to grip using the trigger buttons on the Oculus controllers. Other actions derived from Grab include Jump, Pull, Half Press, and Clean. Gameplay mainly revolves around the trigger button, with the index finger actively engaging it, while the middle finger operates the grip button.


  3. Status — The game follows a traditional level-based structure, including pre-level selection (Choose Sense and Mode) and post-level actions (Complete, Game Result, and Achievement Unlock). In-game events like Fall, Restart, and Warning are automated by the system without player intervention, aside from the Pause function.

The Game Environment, Controls, and Status in The Climb 2.

The Game Environment, Controls, and Status in The Climb 2.

Gameplay Images from The Climb 2

Gameplay Images from The Climb 2

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

Exploring the Depths of Player Emotion and Motivation

Exploring the Depths of Player Emotion and Motivation

The interview questions were structured around the 'player journey' theory, divided into four sections—Discovery, Onboarding, Scaffolding, and Endgame—aligned with the 8 Core Drives framework to enable an in-depth analysis of user experience.

The interview questions were structured around the 'player journey' theory, divided into four sections—Discovery, Onboarding, Scaffolding, and Endgame—aligned with the 8 Core Drives framework to enable an in-depth analysis of user experience.

Brief Structure of the Player Interview.

Brief Structure of the Player Interview.

The Player's Journey Map of The Climb 2.

The Player's Journey Map of The Climb 2.

User Research

Comprising 11 sections with an estimated duration of 80 minutes, the interview used open-ended questions to allow participants to freely share personal experiences, followed by closed-ended questions to focus responses.

Comprising 11 sections with an estimated duration of 80 minutes, the interview used open-ended questions to allow participants to freely share personal experiences, followed by closed-ended questions to focus responses.

Key insights from players include:

Key insights from players include:

Visual Design & Game Interface

More clear and explicit guidance on interface elements is needed.

More clear and explicit guidance on interface elements is needed.

Emotional Responses to Gameplay

Increase indicators for climbing progress and interactive stimulation during climbing.

Provide additional practice opportunities in the tutorial for beginners.

Practice Make Perfect

Long-term Engagement

Need for content updates and multiplayer elements to enhance engagement.

The Persona Based on Player Research.

The Persona Based on Player Research.

Solution

Enhancing User Experience in The Climb 2.

Enhancing User Experience in The Climb 2.

This phase consolidates findings from previous user experience research to propose hypotheses addressing potential user issues, serving as a foundation for further enhancements to The Climb 2.


The proposed improvements, new user flow, and information architecture are as follows:

This phase consolidates findings from previous user experience research to propose hypotheses addressing potential user issues, serving as a foundation for further enhancements to The Climb 2.


The proposed improvements, new user flow, and information architecture are as follows:

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

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

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

To improve player engagement from the start, the game hall will be redesigned to provide a more immersive environment. This involves creating a visually captivating and thematic setting that pulls players into the world of The Climb 2 as soon as they enter.


To improve player engagement from the start, the game hall will be redesigned to provide a more immersive environment. This involves creating a visually captivating and thematic setting that pulls players into the world of The Climb 2 as soon as they enter.


Additionally, the game interface will be streamlined to offer clear and intuitive navigation, helping players quickly understand menu options, select characters, and navigate the environment effortlessly. This will address initial confusion and enhance overall user experience.

Additionally, the game interface will be streamlined to offer clear and intuitive navigation, helping players quickly understand menu options, select characters, and navigate the environment effortlessly. This will address initial confusion and enhance overall user experience.

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

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

Key Change #2: Adding New Scenes.

Key Change #2: Adding New Scenes.

To keep the gameplay fresh and engaging, The Climb 2 will introduce new, diverse scenes for players to explore. Each scene will be designed with unique terrains, challenges, and visual themes that offer varying levels of difficulty and enhance the climbing experience.


Regular updates with new environments will prevent the gameplay from becoming repetitive and encourage players to return, discovering new elements and settings that continuously enrich their experience.


These new scenes will also provide opportunities for players to test and improve their skills in different environments, making each climb feel unique.

To keep the gameplay fresh and engaging, The Climb 2 will introduce new, diverse scenes for players to explore. Each scene will be designed with unique terrains, challenges, and visual themes that offer varying levels of difficulty and enhance the climbing experience.


Regular updates with new environments will prevent the gameplay from becoming repetitive and encourage players to return, discovering new elements and settings that continuously enrich their experience.


These new scenes will also provide opportunities for players to test and improve their skills in different environments, making each climb feel unique.

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

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

Key Change #3: Breaking Linear Tutorial into Point-Based Practice.

Key Change #3: Breaking Linear Tutorial into Point-Based Practice.

This change allows players to practice specific skills at their own pace without needing to complete the entire tutorial in one go. Each segment will focus on a particular climbing technique, enabling players to revisit and practice areas where they need more experience.


This modular approach not only provides flexibility but also enhances player confidence and mastery before tackling more advanced levels.

This change allows players to practice specific skills at their own pace without needing to complete the entire tutorial in one go. Each segment will focus on a particular climbing technique, enabling players to revisit and practice areas where they need more experience.


This modular approach not only provides flexibility but also enhances player confidence and mastery before tackling more advanced levels.

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

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

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

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

Players will have the option to compete or cooperate with friends and other players, adding a new dimension to the climbing experience.


Players will have the option to compete or cooperate with friends and other players, adding a new dimension to the climbing experience.


Multiplayer mode allows for real-time interactions, where players can either challenge each other’s climbing times or work together to overcome difficult routes.


This feature not only promotes social connection but also encourages players to return for fresh, dynamic experiences with others, strengthening the game’s community and appeal.

Multiplayer mode allows for real-time interactions, where players can either challenge each other’s climbing times or work together to overcome difficult routes.


This feature not only promotes social connection but also encourages players to return for fresh, dynamic experiences with others, strengthening the game’s community and appeal.

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

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.

Key Change #5: Real-Time Feedback During Climbing.

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


Real-time feedback provides players with a sense of accomplishment and progression, reinforcing positive actions and encouraging them to push further.


By recognizing milestones and achievements immediately, players stay engaged and motivated, knowing that their efforts are rewarded in the moment.

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


Real-time feedback provides players with a sense of accomplishment and progression, reinforcing positive actions and encouraging them to push further.


By recognizing milestones and achievements immediately, players stay engaged and motivated, knowing that their efforts are rewarded in the moment.

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

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: Adding a Progress Bar During Climb.

Key Change #6: Adding a Progress Bar During 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.

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.


This also creates a sense of accomplishment as players see their advancement in real-time, reducing frustration and encouraging them to keep pushing forward.


This also creates a sense of accomplishment as players see their advancement in real-time, reducing frustration and encouraging them to keep pushing forward.

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

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.

Key Change #7: Enhanced Climbing Summary with Highlights Recap.

This new feature will allow players to review their unlocked achievements and storyline milestones from each climb. Additionally, a Highlights Recap will showcase their best moments and top performances, creating a visual recap that players can share on social media.


This recap feature not only allows players to celebrate their accomplishments but also promotes social connection and increases the game’s visibility.

This new feature will allow players to review their unlocked achievements and storyline milestones from each climb. Additionally, a Highlights Recap will showcase their best moments and top performances, creating a visual recap that players can share on social media.


This recap feature not only allows players to celebrate their accomplishments but also promotes social connection and increases the game’s visibility.

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

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 for Players

Key Change #8: Detailed Climbing Analysis for Players

This analysis will break down various aspects of the player's climb, including time taken for each section, stamina management, grip strength usage, and any challenges encountered.


By offering this data, players can identify areas for improvement, refine their climbing techniques, and track their progress over time.


This feature caters to players who are focused on self-improvement and encourages them to develop advanced skills through informed feedback.

This analysis will break down various aspects of the player's climb, including time taken for each section, stamina management, grip strength usage, and any challenges encountered.


By offering this data, players can identify areas for improvement, refine their climbing techniques, and track their progress over time.


This feature caters to players who are focused on self-improvement and encourages them to develop advanced skills through informed feedback.

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

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

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

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:

Lessons Learned

Conclusion & Further Improvements

Conclusion & Further Improvements

Conclusion & Further Improvements

In this study, I explored how gamification can enhance VR experiences by focusing on user engagement, adaptability, and intrinsic motivation. The insights gained underscore the importance of these elements in creating impactful designs, include:

In this study, I explored how gamification can enhance VR experiences by focusing on user engagement, adaptability, and intrinsic motivation. The insights gained underscore the importance of these elements in creating impactful designs, include:

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.

Addressing such a broad issue was a significant challenge, especially as this was my first time exploring UX in a VR context. From literature review to case study and user research, I navigated each challenge with guidance from my advisors and feedback from game users.
These lessons have deepened my understanding of the power and importance of Human-Centered Design and I will carry forward as a guiding mindset in my future career. Always, and Forever.

Addressing such a broad issue was a significant challenge, especially as this was my first time exploring UX in a VR context. From literature review to case study and user research, I navigated each challenge with guidance from my advisors and feedback from game users.
These lessons have deepened my understanding of the power and importance of Human-Centered Design and I will carry forward as a guiding mindset in my future career. Always, and Forever.

© 2024. All rights reserved by YUNGWEI CHEN

© 2024. YUNGWEI CHEN

© 2024. All rights reserved by YUNGWEI CHEN