The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
Autor: | Wai Yen Tang, Lars-Ole Wehden, Robin Janzik, Thorsten Quandt, Felix Reer |
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Přispěvatelé: | Universitäts- und Landesbibliothek Münster |
Rok vydání: | 2021 |
Předmět: |
Computer science
digital games experimental research 302 Social interaction 050801 communication & media studies 02 engineering and technology Virtual reality Social interaction ddc:070 lcsh:Communication. Mass media Omnidirectional treadmill Interactive electronic Media 0508 media and communications Empirical research User experience design Human–computer interaction 0202 electrical engineering electronic engineering information engineering Immersion (virtual reality) Omnidirectional antenna cybersickness gaming experience locomotion omnidirectional treadmill passive repositioning systems virtual reality interaktive elektronische Medien News media journalism publishing Avatar Social sciences Anthropology business.industry Communication 05 social sciences ComputingMilieux_PERSONALCOMPUTING 020207 software engineering lcsh:P87-96 300 Social sciences Anthropology ddc:300 ddc:302 Publizistische Medien Journalismus Verlagswesen business PATH (variable) |
Zdroj: | Media and Communication Games and Communication-Quo Vadis? Media and Communication, Vol 9, Iss 1 (2021) |
ISSN: | 2183-2439 |
DOI: | 10.17645/mac.v9i1.3170 |
Popis: | Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology—often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (N = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers. Finanziert durch den Open-Access-Publikationsfonds der Westfälischen Wilhelms-Universität Münster (WWU Münster). |
Databáze: | OpenAIRE |
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