The taxonomy creation consists of the taxonomy preparation – determining meta-characteristics and ending conditions - and the iterations themselves until all ending conditions are fulfilled. Finally, we present the resulting taxonomy.
4.2 Iterations
Iteration 1. In the first iteration, we follow a conceptual-to-empirical approach, with the literature review providing a strong knowledge base. We directly derive the dimensions from the literature categories in Sec. 3 and convert their features into characteristics. As we have added new dimensions and characteristics in this iteration, another iteration is necessary.
Iteration 2. In this iteration, we adopt an empirical-to-conceptual approach, deriving dimensions and characteristics from VR applications focusing on team-oriented sports, as these show great popularity. They are traditional team-oriented disciplines that have a wide appeal and are well-established in both physical and virtual formats. We examined five different VR sports applications in our database: P1 (WIN Reality Baseball), P2 (ib Cricket), P3 (Gym Glass - Basketball VR), P4 (CleanSheet Soccer), and P5 (2MD: VR Football). Since bat-and-ball sports as well as team ball sports without a bat contain a wide range of possible sports, we decided to summarize related sports to super-category characteristics instead of listing all possible sports. All products operate on the Meta Quest headset. However, two applications are also compatible with HTC Vive and Valve Index (P2 and P5). We decided to limit the “hardware” dimension to the most three prominent HMDs as apps are usually created for popular devices. However, we additionally introduced a characteristic for other headsets. In addition, all five products use controllers for input, with each providing an athlete avatar for the player. In terms of gameplay, all applications involve interaction with other avatars, such as teammates and opponents, and are set in sports venues. We decided to summarize the various venues specific to the respective sport as a single characteristic. Furthermore, P1, P2, P3, and P4 offer a diversity of levels while P2 additionally offers narrative progression which we added as a new characteristic. We also retrieved key facts from the app stores. We noticed that all applications support multiplayer, allowing users to engage with other players. The games can be played in various positions – either seated (P1, P5) or standing (P1, P2, P3, P4). In terms of in-app purchases, P1, P3, and P4 offer this feature, allowing users to buy additional content or features within the game, while P2 and P5 do not. This information requires new dimensions for the multiplayer functionality, the gaming positions to play the applications, and for the possibility to purchase in-app items. As we have identified specific characteristics of these five products in this iteration and added new dimensions, we need to perform another iteration to further refine and expand our taxonomy.
Iteration 3. For the third iteration, we continue with the empirical-to-conceptual approach, examining various sport applications that, contrary to team oriented disciplines, are played individually. They provide a contrast with respect to their unique environments, intensity, and activities. We examined four distinct VR sports applications: P6 (The Thrill of Fight), P7 (Golf+), P8 (VR Regatta), and P9 (Carve Snowboard). Since those applications represent different sports, boxing, golf, sailing, and skiing respectively, we needed to update the “sport category” dimension. All applications, except for P6 and P9, support multiplayer, allowing users to engage with other players. In terms of in-app purchases, P7 and P8 offer new content, while P9 does not specify the type of in-app purchases. As previous applications offer cosmetics while P7 and P8 offer new content only, this observation led to the refinement of the “in-app purchases” dimension, splitting it into “cosmetics”, “content”, and “not specified” to differentiate the type of purchases properly. As we have identified specific characteristics of these applications in this iteration, we need to perform another iteration to further refine and expand our taxonomy.
Iteration 4. For the fourth iteration, we continue with the empirical-to-conceptual approach, examining racket sports and rhythm games. Racket sports and rhythm games add another layer of interaction and skill requirements, both using intense and immersive controller movements and showcasing the diversity of gameplay possible in VR applications. We examined five additional VR sports applications: P10 (First Person Tennis), P11 (Eleven Table Tennis), P12 (Racket: Club), P13 (Dance Dash), and P14 (Synth Riders). These applications show the need for further refinement in our taxonomy. Specifically, we observe that P10, P11, and P12 are better classified under a shared characteristic ("racket sport") within the sport category dimension. Furthermore, we identify P13 and P14 as rhythm games, necessitating the addition of a new characteristic ("rhythm game") under the sport category dimension. This addition accounts for games that involve music and dancing as their central element of gameplay. In terms of external devices, P13 introduces a new method of control by using track straps strapped under one of the player’s legs leading to the addition of a new characteristic. While both P13 and P14, being less traditional sports games, are played in futuristic environments, P11 further offers an urban scenery. Finally, we noticed that P14 offers a multiplayer mode where two players compete on separate maps, with the player with the highest score declared as the winner. This indirect competition differs from the direct competition observed in games like P10, P11, and P12 and previous team sports where players directly interact with each other. Therefore, we refine the “multiplayer” dimension to include specific types of competition, introducing “direct competition” and “indirect competition” in cases where games provide no direct competition but leaderboards to compare their high score with other players around the world as new characteristics as well as “single-player only”. As we've identified specific characteristics of these five products in this iteration, we need to perform another iteration to further refine and expand our taxonomy.
Iteration 5. For the fifth iteration, we continue with the empirical-to-conceptual approach, examining VR applications usually categorized as exergames. Exergames focus on physical fitness and exercise, blending elements of gaming with workout routines. This combination is unique to virtual applications, and they highlight how VR can be used not only for entertainment but also for promoting health and fitness. We examined four distinct VR sports applications: P15 (LES MILLS BODYCOMBAT), P16 (Holofit by Holodia), P17 (The Climb 1/2), and finally P18 (Xponential+). P15 and P16 are identified as exergames, P16 additionally contains cycling, and P17 represents climbing, reinforcing the existing characteristics within the “sport category” dimension, and finally P18 represents an application for different mind-body practices such as Pilates. P16 highlights the need for further refinement in our taxonomy. Instead of relying on controllers, P16 can also utilize hand tracking, introducing a new method of interaction. This observation leads to the creation of a new dimension, "tracking", with characteristics including “roomscale”, “hand tracking”, and “none”. In terms of payment models, most of the previously examined applications followed a pay-to-play model, with one exception that was free-to-play (P3). However, P16 and P18 introduce a subscription model, adding a new type of payment model to our taxonomy. This observation leads to the introduction of a new dimension, the "payment model", with characteristics including "pay-to-play", "free-to-play", and "subscription". As we have identified specific characteristics of these three products in this iteration, we need to perform another iteration to further refine and expand our taxonomy.
Iteration 6. Although all representative applications were examined in the last iterations, our database contains many further applications that have not been screened in detail yet and therefore need to be classified in our taxonomy. Thus, we stick with the empirical-to-conceptual approach. During the classification phase of the remaining applications, we recognized some dimensions that require further characteristics. Therefore, a “miscellaneous” characteristic was added for the “sport category” and “animal”, “casual”, and “torso-only” characteristics were added for the “avatar” dimension. Some of the remaining applications did not specify their gameplay variation or implemented miscellaneous or fantasy/sci-fi environments. One of the research applications uses the gaming position lying, leading to a new characteristic. Further, we could identify applications that allow for song package purchases inside the apps. Finally, we summarized the two dimensions “external devices” and “target group” where we created summarizing categories for their characteristics. Since new dimensions were added, we need another iteration.
Iteration 7. Having examined all applications from the database in the previous iterations, the approach in this iteration transitions to conceptual-to-empirical while maintaining consistency in all dimensions. Since nothing changed in this iteration and all dimensions and characteristics are unique, all objective ending conditions are met. Further the final taxonomy achieves a balance between conciseness and robustness as well as being comprehensive. Together with the explanations given in this article and the possibility to add new dimensions and characteristics, the taxonomy also meets the subjective ending conditions. Hence, the development process concludes.
4.3 Final taxonomy
The final taxonomy consists of 15 dimensions, as shown in Fig. 4. Our classification includes the 18 applications that were screened in detail for the taxonomy creation as well as the total number of appearances of specific characteristics amongst all 141 sports apps from two app stores and all 59 research apps.
Hardware. During our app store screening we observed that most apps run on HTC Vive, followed by Meta Quest while only a minority is available for other headsets. While most of the apps allowed controller input, only a few enabled hand tracking. External devices, such as sports or fitness equipment, were rather rare. Most of the apps tracked the whole room, called roomscale, while some applications tracked the users’ hands.
Application purpose. The identified applications cover a wide range of sports. Most popular are team ball sport that do not include the usage of bats, rhythm games, racket sport, bat-and-ball sport, and exergames. Overall, most of the remaining popular sports are also covered by VR applications. While commercial applications did not specify a target group, research applications targeted different age, fitness, and health levels. For those applications explicitly mentioning a gaming position, standing is encountered most often while a minority of applications allow sitting. The gameplay variation that is most popular is level diversity, meaning that the user can choose between different levels, e.g., different songs in rhythm games. However, in some applications the users can follow a story or career, which we call narrative progression. Only a few applications apps offer difficulty scaling within their levels.
Application design. Most of the applications apply training facilities or nature environments as gameplay sceneries. The third most common scenery we encountered were sport venues. Aside from those natural sports environments, other applications implemented futuristic, fantasy, or sci-fi environments. Urban and empty sceneries were rather rare. While most of the commercial applications include gamification, research applications do not.
Game entities. Those applications implementing avatars mostly relied on athletes. However, some applications also implemented torso-only, minimalistic, animal, or casually dressed avatars. In the category of other avatars, opponent(s), spectators, and teammates are popular while a minority of applications implemented instructors or animals.
Payment. Most of the commercial applications need to be purchased once to play them, which we call pay-to-play. Only a small number of apps are either free-to-play or require a subscription. Some commercial applications additionally offer in-app purchases, either for content, cosmetics, or song packages.
Social interaction. A minority of applications allow multiple players to interact during the games. However, some of the commercial applications included direct competition, meaning that players are within the same environment and can see each other. Some commercial applications also implemented indirect competition, e.g., score boards where players can compare themselves to others despite competing on their own.