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PROJECT HIGHLIGHTS

Title

Challenge

AAA

Opportunity

AAA

Duration

Sep 2021 - Jul 2023

Disciplines

User Experience Design
User Interface Design
Gamification Design
Interaction Design
Motion Design

My Role

Thesis Author
UX Researcher
UX Designer

Responsibilities

UX Research
Prototyping

Advisor

Prof. Kuei-Chia Liang

Associated with

Graduation Thesis

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

Methods

Case Study
Ergonomics Study
Literature Review
Octalysis Framework
Persona
Player's Journey Map
Prototype
User Interview

Tools

Adobe Creative Suite
Unity
Midjourney
Blockade Labs

BACKGROUND

Why Are People Addicted to Games?

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.

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.

THE PROCESS

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

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

LITERATURE REVIEW

Understand Octalysis Framework & Player's Journey

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)

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.

CASE STUDY

Case Selection Criteria

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.

Compatible with Meta Quest 2.

Compatible with Meta Quest 2.

CASE STUDY

Competitor Analysis

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.

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

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.

GAME FLOW BREAKDOWN

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. (Composed by YUNG-WEI CHEN)

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

GAME FLOW BREAKDOWN

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

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)

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

GAME FLOW BREAKDOWN

The Octolysis Framework Analysis of The Climb 2

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

Exploring the Depths of Player Emotion and Motivation

Exploring the Depths of Player Emotion and Motivation

I conducted interviews to better understand player engagement, motivation, and the challenges they face during interaction. The interview questions were structured based on 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.

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

Identified Problems and Needs

Identified Problems and Needs

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

Half of the users felt confused when first entering the game. The other half 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

40% of users reported feeling bored when replaying the same level. 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.

40% of users reported feeling bored when replaying the same level. 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.

40% of users reported feeling bored when replaying the same level. 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

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.

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.

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

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.

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.

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.

SYNTHESIS

Persona

Persona

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.

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 Persona Based on Player Research.

The Persona Based on Player Research.

SYNTHESIS

AAA

AAA

AAAAAAA

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.

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:

SOLUTION

Enhancing User Experience in The Climb 2.

Enhancing User Experience in The Climb 2.

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.

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.

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.

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.


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 Multiple Players in The Climb 2.

Original vs After state for the Multiplayer Mode 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.

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.

Original vs After state for the Real Time Feedback 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.

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

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

Original vs After state for the Progress Bar 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.

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

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

Original vs After state for the Climbing Summary 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.

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.

Original vs After state for the Detailed Climbing Analysis 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.

© 2025. All rights reserved by YUNGWEI CHEN

© 2025. All rights reserved by YUNGWEI CHEN

© 2024. YUNGWEI CHEN