# Toward a Taxonomy of Inventory Systems for Virtual Reality Games

**Authors:** Sebastian Cmentowski, Andrey Krekhov, Ann-Marie M\"uller, Jens, Kr\"uger

arXiv: 1908.03591 · 2024-03-08

## TL;DR

This paper develops a taxonomy of inventory systems for VR games, addressing unique design challenges and demonstrating potential improvements through prototype inventories and qualitative evaluation.

## Contribution

It introduces the first taxonomy of VR inventory design considerations and provides practical examples and initial evaluation to guide future development.

## Key findings

- Taxonomy highlights key design considerations for VR inventories.
- Prototype inventories demonstrate the taxonomy's practical applicability.
- Qualitative study reveals promising potential for VR game inventories.

## Abstract

Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game inventory, which allows players to obtain and carry new tools and items throughout their journey. However, VR imposes additional requirements and challenges that impede the implementation of this important feature and hinder games to unleash their full potential. Our current work focuses on the design space of inventories in VR games. We introduce this sparsely researched topic by constructing a first taxonomy of the underlying design considerations and building blocks. Furthermore, we present three different inventories that were designed using our taxonomy and evaluate them in an early qualitative study. The results underline the importance of our research and reveal promising insights that show the huge potential for VR games.

## Full text

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## References

19 references — full list in the complete paper: https://tomesphere.com/paper/1908.03591/full.md

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Source: https://tomesphere.com/paper/1908.03591