Literature DB >> 30199273

Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology.

Daniel M Shafer1, Corey P Carbonara1, Michael F Korpi1.   

Abstract

OBJECTIVE: This study investigated psychological responses to playing videogames using a virtual reality (VR) head-mounted display (HMD). We also investigated how cybersickness impacts the sense of presence one feels in the virtual environment, as well as how cybersickness affects enjoyment.
MATERIALS AND METHODS: Participants played randomly assigned VR games that varied in the level of sensory conflict they provided: "Lucky's Tale," "Elite: Dangerous," and "Minecraft." Results were compared based on two headset conditions-the Oculus DK2 and the recently released Oculus Rift Consumer Version (CV1).
RESULTS: Cybersickness was not reduced by playing games with a VR HMD of higher technological quality-the Oculus Rift CV1. Furthermore, cybersickness responses were significantly different based on the level of sensory conflict in the games. Games with less sensory conflict, such as third-person platformer games, or space and flight simulator games, produce less cybersickness in players than first-person games. Enjoyment of VR games was shown to be directly influenced by a sense of spatial presence, which was affected by interactivity and realism. Findings suggest that the variables that are important to the enjoyment of console, mobile, or motion-based games are consistently important to enjoyment of VR games.
CONCLUSION: Better technology does not affect the frequency or severity of cybersickness for players; but sensory conflict has a significant impact on how sick users become. Additionally, we present a model that indicates how enjoyment is produced in VR gaming experiences. These findings bear further investigation as new methods of interacting with VR games are developed.

Entities:  

Keywords:  Cybersickness; Enjoyment; Presence; Videogames; Virtual reality

Mesh:

Year:  2018        PMID: 30199273     DOI: 10.1089/g4h.2017.0190

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  4 in total

1.  Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study.

Authors:  Byron Lai; Drew Davis; Mai Narasaki-Jara; Betsy Hopson; Danielle Powell; Marissa Gowey; Brandon G Rocque; James H Rimmer
Journal:  JMIR Serious Games       Date:  2020-09-03       Impact factor: 4.143

2.  Virtual Reality as a Therapy Tool for Walking Activities in Pediatric Neurorehabilitation: Usability and User Experience Evaluation.

Authors:  Corinne Ammann-Reiffer; Andrina Kläy; Urs Keller
Journal:  JMIR Serious Games       Date:  2022-07-14       Impact factor: 3.364

Review 3.  Learning and transfer of complex motor skills in virtual reality: a perspective review.

Authors:  Danielle E Levac; Meghan E Huber; Dagmar Sternad
Journal:  J Neuroeng Rehabil       Date:  2019-10-18       Impact factor: 4.262

4.  Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects.

Authors:  Ancret Szpak; Stefan Carlo Michalski; Tobias Loetscher
Journal:  J Med Internet Res       Date:  2020-10-23       Impact factor: 5.428

  4 in total

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