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#1
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Hi
I am studying a Msc Product Engineering Design course and I am currently doing a thesis on gaming chairs. My project goal is to develop a gaming chair prototype that improves the immersion of the games and makes the user feel like they are in the game itself by using sound, physical feedback and psychophysics techniques. I am currently trying to find out what are the most common issues that are currently faced with gaming chairs and what you would expect or want a gaming chair to have. Also what criteria should the chair meet? Your assistance would be greatly appreciated Kind Regards |
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#2
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What sort of data are you looking for precisely? If you asked some specific, directed questions which are directly useful to your project, you might be able to get information better tailored to what you are developing.
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"Men have called me mad; but the question is not yet settled, whether madness is or is not the loftiest intelligence -- whether much that is glorious -- whether all that is profound -- does not spring from disease of thought -- from moods of mind exalted at the expense of the general intellect." Edgar Allen Poe |
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#3
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But while you've left it this vague, here's a point to chew over:
Few game genres benefit enough from elaborate "immersive" kit for them to be worthwhile purchases for players or indeed worthwhile for developers to support. The primary (and possibly only) exception here is the relatively niche simulation genre and its associated subgenres. Beyond that specialist area, you can expect exactly no developers or publishers to support any new immersive innovations your product brings to the world, and instead would have to build the chair to interpret data for existing physical and audio-visual feedback technologies (5.1 surround sound, rumble, etc.).
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#4
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I have set up a survey with more constructive questions it would be great if you could spend some time filling it out thanks in advance
http://kwiksurveys.com/online-survey...LKLEHL_62262f4 |
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#5
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One thing you need to consider is what type of game your gaming chair is to be for.
One used by someone playing an FPS or RPG will be completely different in design from one designed for a flight sim, or a racing sim (where authenticity to feel matters). A first step would be to narrow down what kind of gaming chair you're desiring to look at - one meant to replicate the feel of the car (racing sim), plane (flight sim), one meant to put controls in handy spots with other maybe utility spots (FPS/RPG), or one meant for general play (designed for comfort, ergonomics and won't be too silly if used by friends getting together and playing). Heck, the "general" one can be pretty complex - are the TV and audio separate from the chair, or integrated? Heck, even the angle of recline may vary depending on the game. |
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