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Locomotion UX (VR)

The design of how players move through virtual space, the most consequential and contested UX decision in VR game design, directly tied to comfort and immersion.

In games, this means

Teleportation locomotion (point and jump) is comfortable but breaks immersion. Smooth locomotion (thumbstick movement) is immersive but nauseating for many. Arm-swinger (physically swinging arms) is natural but exhausting. Most VR games offer multiple options. Choosing the right default for a target audience, and communicating this upfront, defines the experience's accessibility.

Tags
VR
Accessibility
Core Loop