"I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality Games
Sebastian Cmentowski, Andrey Krekhov, Jens Krüger
TL;DR
The paper addresses the gap in VR inventory design by combining a literature review, developer interviews, and grounded theory analysis of VR games to map the design space. It introduces a four-building-block taxonomy—Interface, Item Representation, Item Arrangement, and Interactions—driven by game and user requirements, and demonstrates its applicability via three prototype inventories: Flat Grid, Virtual Drawers, and Magnetic Surface. This framework provides practical guidelines for VR inventory design and lays out open questions for refining the design space and validating tradeoffs. The work advances understanding of how inventory systems can be integrated into VR gameplay to enhance immersion and interactivity.
Abstract
On a journey, a backpack is a perfect place to store and organize the necessary provisions and tools. Similarly, carrying and managing items is a central part of most digital games, providing significant prospects for the player experience. Even though VR games are gradually becoming more mature, most of them still avoid this essential feature. Some of the reasons for this deficit are the additional requirements and challenges that VR imposes on developers to achieve a compelling user experience. We structure the ample design space of VR inventories by analyzing popular VR games and developing a structural taxonomy. We combine our insights with feedback from game developers to identify the essential building blocks and design choices. Finally, we propose meaningful design implications and demonstrate the practical use of our work in action.
