This paper presents the development of a virtual reality game prototype inspired by the Danish TV series Sygeplejeskolen (Nursing School), created in collaboration with the Danish broadcaster TV 2. Utilizing Unity for the Meta Quest 2 headset, the game employs escape room mechanics set within the series’ thematic environments, effectively merging traditional television content with interactive virtual reality technology. The game immerses players in the role of a nursing student navigating critical tasks during a night shift, enhancing narrative engagement through a compelling immersive experience that bridges the gap between traditional broadcast content and interactive media. The development process involved iterative design phases, incorporating extensive user feedback to refinement of gameplay and user friendliness. Playtests across diverse groups, from virtual reality experts to non-gamers, helped optimize usability and entertainment value, resulting in progressive improvements in System Usability Scale scores and positive feedback on visual fidelity. This project illustrates the potential of virtual reality to transform media consumption, highlighting key insights in integrating storytelling with interactive technology for future media projects.

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Bridging the Gap Between Broadcast TV and Virtual Reality

  • Maria Skougaard Andersen,
  • Gunver Majgaard

摘要

This paper presents the development of a virtual reality game prototype inspired by the Danish TV series Sygeplejeskolen (Nursing School), created in collaboration with the Danish broadcaster TV 2. Utilizing Unity for the Meta Quest 2 headset, the game employs escape room mechanics set within the series’ thematic environments, effectively merging traditional television content with interactive virtual reality technology. The game immerses players in the role of a nursing student navigating critical tasks during a night shift, enhancing narrative engagement through a compelling immersive experience that bridges the gap between traditional broadcast content and interactive media. The development process involved iterative design phases, incorporating extensive user feedback to refinement of gameplay and user friendliness. Playtests across diverse groups, from virtual reality experts to non-gamers, helped optimize usability and entertainment value, resulting in progressive improvements in System Usability Scale scores and positive feedback on visual fidelity. This project illustrates the potential of virtual reality to transform media consumption, highlighting key insights in integrating storytelling with interactive technology for future media projects.