The emergence of affordable standalone virtual reality (VR) devices has allowed VR technology to reach mass-market adoption in recent years, driven primarily by the popularity of VR gaming applications such as Beat Saber. However, despite being the top-grossing VR application to date and the most popular VR e-sport, the population of over 6 million Beat Saber users has not yet been widely studied. In this report, we present a large-scale comprehensive survey of Beat Saber players (N=1,006) that sheds light on several important aspects of this population, including their background, biometrics, demographics, health information, behavioral patterns, and technical device specifications. We further provide insights into the emerging field of VR e-sports by analyzing correlations between responses and an authoritative measure of in-game performance.
翻译:近年来,价格亲民的独立虚拟现实(VR)设备的出现,使得VR技术得以实现大众市场普及,主要受到《节奏空间》等VR游戏应用流行的推动。然而,尽管《节奏空间》是迄今为止收入最高的VR应用,也是最受欢迎的VR电子竞技项目,其超过600万用户群体尚未得到广泛研究。本报告呈现了一项针对《节奏空间》玩家的大规模综合调查(样本量N=1,006),揭示了该群体的多个重要特征,包括其背景、生物特征、人口统计信息、健康状况、行为模式以及技术设备规格。我们进一步通过分析问卷回答与权威游戏内表现指标之间的相关性,为新兴的VR电子竞技领域提供了洞见。