{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,5,23]],"date-time":"2025-05-23T17:27:48Z","timestamp":1748021268437},"reference-count":0,"publisher":"IOS Press","license":[{"start":{"date-parts":[[2020,11,9]],"date-time":"2020-11-09T00:00:00Z","timestamp":1604880000000},"content-version":"unspecified","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by-nc\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2020,11,9]]},"abstract":"<jats:p>Purposed to promote the development of artificial intelligence (AI) technology in the game field, this article adopts the literature analysis method and the case study method, analyzes the problems with virtual reality (VR) games and explores several popular VR game cases in China and abroad before summarizing the artistic characteristics of VR games. Artificial intelligence technology has brought a new creative mode to the game industry, while providing more suitable game content for players. Further, artificial intelligence technology can equip VR games with better game experience by analyzing players\u2019 physiological and psychological information as well as players\u2019 game strategies. Compared with traditional games, VR games can deliver better interactivity, deeper immersion and higher fidelity. However, VR games impose higher requirements on device data and space scale; in other words, they must meet specific requirements to provide better game experience. VR games also have monotonous game types and high prices. In the future, the integration of VR games with artificial intelligence would generate more profound game-player experiences and richer game contents.<\/jats:p>","DOI":"10.3233\/faia200704","type":"book-chapter","created":{"date-parts":[[2020,11,10]],"date-time":"2020-11-10T17:25:06Z","timestamp":1605029106000},"source":"Crossref","is-referenced-by-count":7,"title":["Research on Application of Artificial Intelligence in VR Games"],"prefix":"10.3233","author":[{"given":"Wang","family":"Xi","sequence":"first","affiliation":[{"name":"School of Design and Art, Xijing University, Xi\u2019an, 710123, Shaanxi Province, China"},{"name":"Keimyung University, Daegu, 42601, South Korea"}]}],"member":"7437","container-title":["Frontiers in Artificial Intelligence and Applications","Fuzzy Systems and Data Mining VI"],"original-title":[],"link":[{"URL":"http:\/\/ebooks.iospress.nl\/pdf\/doi\/10.3233\/FAIA200704","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2020,11,10]],"date-time":"2020-11-10T17:25:07Z","timestamp":1605029107000},"score":1,"resource":{"primary":{"URL":"http:\/\/ebooks.iospress.nl\/doi\/10.3233\/FAIA200704"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020,11,9]]},"references-count":0,"URL":"https:\/\/doi.org\/10.3233\/faia200704","relation":{},"ISSN":["0922-6389","1879-8314"],"issn-type":[{"value":"0922-6389","type":"print"},{"value":"1879-8314","type":"electronic"}],"subject":[],"published":{"date-parts":[[2020,11,9]]}}}