Comparison of Design Logic Between VR and AR Games-An Analysis Based on Four Benchmark Cases
- DOI
- 10.2991/978-2-38476-609-3_71How to use a DOI?
- Keywords
- XR Games; Interaction Design; Immersive Experience; VR; AR
- Abstract
With the rapid iteration of Extended Reality (XR) technology, XR games have become the most promising core segment in the global digital entertainment industry. Taking four benchmark works of XR games as research objects, this paper systematically sorts out the product design logic and industrial practice paths of Virtual Reality (VR) and Augmented Reality (AR). The research covers AAA-grade native VR content, popular lightweight VR games, phenomenal AR mobile games, and innovative AR exploration products. It focuses on the core innovations and lessons of different cases in interaction design, immersive experience creation, and business model construction, and compares the design differences between VR and AR games. The study finds that native content design based on XR technical features and player experience-centered gameplay innovation are the core logic for XR games to achieve both reputation and market breakthroughs. At present, the industry still faces challenges such as high hardware thresholds, high content development costs, and immature general interaction paradigms. Finally, combined with industrial development trends, this paper proposes future research directions for XR games, providing theoretical references and practical guidance for content creation and industrial development.
- Copyright
- © 2026 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Haoze Li PY - 2026 DA - 2026/09/04 TI - Comparison of Design Logic Between VR and AR Games-An Analysis Based on Four Benchmark Cases BT - Proceedings of the 2026 3rd International Conference on Public Relations and Media Communication (PRMC 2026) PB - Atlantis Press SP - 666 EP - 671 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-609-3_71 DO - 10.2991/978-2-38476-609-3_71 ID - Li2026 ER -