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
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