Skip to main content

Part of the book series: Palgrave Studies in Sound ((PASTS))

  • 1191 Accesses

Abstract

‘User-experience’ reviews key literature surrounding arguably the central piece of the VR puzzle, the user. The chapter begins with a brief outline of physiological issues, specifically adverse effects pertaining to cybersickness, before addressing psychological components of user-experience including flow, diegesis and fun. Throughout this chapter, the role of sound is considered as we observe how every facet of user-experience has a significant connection to sound. This chapter closes with a discussion of the implications of VR for identity and our understanding of ourselves. Taking notions from digital games a step further, the central assertion raised here is that VR is dramatically changing our concept of the Self by presenting us with seemingly limitless opportunities for customising our existing identity and forming entirely new ones.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 119.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Aardema, F., O’Connor, K., Cote, S., & Taillon, A. (2010). Virtual reality induces dissociation and lowers sense of presence in objective reality. Cyberpsychology, Behaviour and Social Networking, 13(0), 1–8.

    Google Scholar 

  • Aycock, H. (1992). Principles of good game design. Business Source Premier, 14(1), 94–98.

    Google Scholar 

  • Bandura, A. (1994). Self-efficacy. Wiley.

    Google Scholar 

  • Bernhaupt, R. (2015). User-experience evaluation methods in the games development life cycle. In Game User-experience Evaluation (pp. 1–8). Springer International Publishing.

    Google Scholar 

  • Benson, J., Olewiler, K., Daniels, J. W., Knoop, V. & Wirjadi, R. (2016). An Experience Framework for Virtual Reality, medium.com: https://medium.com/@Punchcut/an-experience-framework-for-virtual-reality-f8b3e16856f7#.ii9mv9hbq.

  • Biocca, F. (1997). The cyborg’s dilemma: Progressive embodiment in virtual environments [1]. Journal of Computer-Mediated Communication, 3(2), 0–0.

    Google Scholar 

  • Broner, M. A., & Tarone, E. E. (2001). Is it fun? Language play in a fifth-grade Spanish immersion classroom. The Modern Language Journal, 85(3), 363–379.

    Article  Google Scholar 

  • Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. In CHI’04 Extended Abstracts on Human factors in Computing Systems (pp. 1297–1300). ACM.

    Google Scholar 

  • Bryanton, C., Bosse, J., Brien, M., Mclean, J., McCormick, A., & Sveistrup, H. (2006). Feasibility, motivation, and selective motor control: Virtual reality compared to conventional home exercise in children with cerebral palsy. Cyberpsychology & behavior, 9(2), 123–128.

    Article  Google Scholar 

  • Bunia, R. (2010). Diegesis and representation: Beyond the fictional world, on the margins of story and narrative. Poetics Today, 31(4), 679–720.

    Article  Google Scholar 

  • Burke, P. (1997). Representations of the self from Petrarch to Descartes. In: Porter, R. (Ed.) Rewriting the self: Histories from the Renaissance to the Present. USA: Routledge. 17–28.

    Google Scholar 

  • Caillois, R. (2001). Man, play and games. 1958. Trans. Meyer Barash. Urbana and Chicago: University of Illinois Press.

    Google Scholar 

  • Carroll, J. M., & Thomas, J. C. (1988). Fun. ACM SIGCHI Bulletin, 19(3), 21–24.

    Article  Google Scholar 

  • Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31–34.

    Article  Google Scholar 

  • Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663–675.

    Article  Google Scholar 

  • Chu, L. L. (2007). U.S. Patent No. 7,208,671. Washington, DC: U.S. Patent and Trademark Office.

    Google Scholar 

  • Collins, K. (2007). An introduction to the participatory and non-linear aspects of digital games audio. Essays on sound and vision, 263–298.

    Google Scholar 

  • Cote, J. E., & Levine, C. (2015). Identity formation, youth, and development: A simplified approach. Psychology Press.

    Google Scholar 

  • Cowley, B., Charles, D., Black, M., & Hickey, R. (2008). Toward an understanding of flow in digital games. Computers in Entertainment (CIE), 6(2), 20.

    Google Scholar 

  • Croshaw, B. (2010). Amnesia: The Dark Descent [internet video review]. The Escapist. http://www.escapistmagazine.com/videos/view/zero-punctuation/2092-Amnesia-The-Dark-Descent.

  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience (1st ed.). New York: Harper & Row.

    Google Scholar 

  • Csordas, T. J. (1990). Embodiment as a paradigm for anthropology. Ethos, 18(1), 5–47.

    Article  Google Scholar 

  • Cuddy, A. (2015). Presence: Bringing Your Boldest Self to Your Biggest Challenges. Hachette UK.

    Google Scholar 

  • Cummins, J. (2000). Immersion education for the millennium: What we have learned from 30 years of research on second language immersion. Retrieved April, 16, 2006.

    Google Scholar 

  • De Ridder, D., Van Laere, K., Dupont, P., Menovsky, T., & Van de Heyning, P. (2007). Visualizing out-of-body experience in the brain. New England Journal of Medicine, 357(18), 1829–1833.

    Article  Google Scholar 

  • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In CHI’11 Extended Abstracts on Human Factors in Computing Systems (pp. 2425–2428). ACM.

    Google Scholar 

  • Eisendrath, P. Y., & Hall, J. J. A. (1991). Jung’s self psychology: A constructivist perspective. Guilford Press.

    Google Scholar 

  • Ekman, I. (2005). Meaningful noise: Understanding sound effects in computer games. Proc. Digital Arts and Cultures.

    Google Scholar 

  • Ermi, L., & Mäyrä, F. (2005). Fundamental components of the gameplay experience: Analysing immersion. Worlds in play: International perspectives on digital games research, 37(2), 37–53.

    Google Scholar 

  • Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013). Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29(3), 1113–1121.

    Article  Google Scholar 

  • Federoff, M. A. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in digital game. Doctoral dissertation, Indiana University.

    Google Scholar 

  • Fox, J., & Bailenson, J. N. (2009). Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors. Media Psychology, 12(1), 1–25.

    Article  Google Scholar 

  • Garnier, M., Henrich, N., & Dubois, D. (2010). Influence of sound immersion and communicative interaction on the Lombard effect. Journal of Speech, Language, and Hearing Research, 53(3), 588–608.

    Article  Google Scholar 

  • Genette, G. (1970). Fronteras del relato. Barthes, R. y otros, Análisis estructural del relato. Buenos Aires: Tiempo Contemporáneo.

    Google Scholar 

  • Graham, M., Jordan, T., Pharoah, A. et al. (2006-2007). Life on Mars, Kudos Film and Television, BBC Wales.

    Google Scholar 

  • Grimshaw, M. (2008). Sound and immersion in the first-person shooter. International Journal of Intelligent Games and Simulation, 5(1), 119–124.

    Google Scholar 

  • Grimshaw, M., & Schott, G. (2008). A conceptual framework for the analysis of first-person shooter audio and its potential use for game engines. International Journal of Computer Games Technology, 2008, 5.

    Article  Google Scholar 

  • Grip, T., Nilsson, J., Thomas, I., et al. (2015). SOMA. Sweden: Frictional Games.

    Google Scholar 

  • Halton, J. (2008). Virtual rehabilitation with digital games: A new frontier for occupational therapy. Occupational Therapy Now, 9(6), 12–14.

    Google Scholar 

  • Hassenzahl, M. (2003). The thing and I: Understanding the relationship between user and product. Funology, (pp. 31–42). Springer Netherlands.

    Google Scholar 

  • Hassenzahl, M., & Tractinsky, N. (2006). User-experience-a research agenda. Behaviour & information technology, 25(2), 91–97.

    Article  Google Scholar 

  • Hoffman, H. G., Richards, T., Coda, B., Richards, A., & Sharar, S. R. (2003). The illusion of presence in immersive virtual reality during an fMRI brain scan. CyberPsychology & Behavior, 6(2), 127–131.

    Article  Google Scholar 

  • Howard, T. (2015). Fallout 4. USA: Bethesda Game Studios.

    Google Scholar 

  • Hsu, S. H., Lee, F. L., & Wu, M. C. (2005). Designing action games for appealing to buyers. CyberPsychology & Behavior, 8(6), 585–591.

    Article  Google Scholar 

  • Huston, P. (2007). Martin Buber’s journey to presence (No. 7). Fordham Univ Press.

    Google Scholar 

  • Ice, P., Curtis, R., Phillips, P., & Wells, J. (2007). Using asynchronous audio feedback to enhance teaching presence and students’ sense of community. Journal of Asynchronous Learning Networks, 11(2), 3–25.

    Google Scholar 

  • Iwatani, T., Funaki, S., Kai, T., et al. (1980). Pacman. Namco: Japan.

    Google Scholar 

  • Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T. et al. (2008). Measuring and defining the experience of immersion in games. International journal of human-computer studies, 66(9), 641–661.

    Google Scholar 

  • Jerald, J. (2015). The VR Book: Human-Centered Design for Virtual Reality. Morgan & Claypool.

    Google Scholar 

  • Jørgensen, K. (2011). Time for New Terminology?: Diegetic and Non-Diegetic Sounds in Computer Games Revisited. In: Grimshaw, M. N. (Ed.) Game Sound Technology and Player Interaction: Concepts and Developments (pp. 78–97). IGI Global.

    Google Scholar 

  • Kane, B. (2014). Sound unseen: Acousmatic sound in theory and practice. USA: Oxford University Press.

    Book  Google Scholar 

  • Karolewski, I. P. (2009). Citizenship and collective identity in Europe. Routledge.

    Google Scholar 

  • Kato, P. M. (2010). Digital games in health care: Closing the gap. Review of General Psychology, 14(2), 113.

    Article  Google Scholar 

  • Koster, R. (2013). Theory of fun for game design. O’Reilly Media, Inc.

    Google Scholar 

  • Koutsourakis, A. (2012). Cinema of the Body: The Politics of Performativity in Lars von Trier’s Dogville and Yorgos Lanthimos’ Dogtooth. Cinema: Journal of Philosophy and the Moving Image, 3, 84–108.

    Google Scholar 

  • Kromand, D. (2008). Sound and the diegesis in survival-horror games. Audio Mostly 2008.

    Google Scholar 

  • LaViola, J. J., Jr. (2000). A discussion of cybersickness in virtual environments. ACM SIGCHI Bulletin, 32(1), 47–56.

    Article  Google Scholar 

  • Lawler, S. (2015). Identity: Sociological perspectives. Wiley.

    Google Scholar 

  • Le, M., Cliffe, J., et al. (2000). Counter-Strike. USA: Sierra Studios.

    Google Scholar 

  • Lenggenhager, B., Tadi, T., Metzinger, T., & Blanke, O. (2007). Video ergo sum: Manipulating bodily self-consciousness. Science, 317(5841), 1096–1099.

    Article  Google Scholar 

  • Lindley, C. A. (2002). The gameplay Gestalt, narrative and interactive storytelling. In Proceedings of computer games and digital cultures conference, Finland: Tampere, 6–8 June.

    Google Scholar 

  • Loomis, J. M. (1992). Distal attribution and presence. Presence: Teleoperators & Virtual Environments, 1(1), 113–119.

    Article  Google Scholar 

  • Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2), 0–0.

    Google Scholar 

  • Loponen, M., & Montola, M. (2004). A semiotic view on diegesis construction. Beyond role and play, 39–51.

    Google Scholar 

  • MacKinnon, R. (1997). Virtual rape. Journal of Computer-Mediated Communication, 2(4), 0–0.

    Google Scholar 

  • Martin, P. (2016). Play Hard—Have Fun: A Philosophy for Life. Lulu.com.

    Google Scholar 

  • McKee, A. (2016). FUN!: What Entertainment Tells Us About Living a Good Life, Palgrave Entertainment Industries.

    Google Scholar 

  • McMahan, A. (2003). Immersion, engagement and presence. The video game theory reader, 67, 86.

    Google Scholar 

  • Monk, A., Hassenzahl, M., Blythe, M., & Reed, D. (2002). Funology: Designing enjoyment. CHI’02 Extended Abstracts on Human Factors in Computing Systems (pp. 924–925). ACM.

    Google Scholar 

  • Murray, C. D., Pettifer, S., Howard, T., Patchick, E. L., Caillette, F., Kulkarni, J. et al. (2009). The treatment of phantom limb pain using immersive virtual reality: Three case studies. Disability and rehabilitation.

    Google Scholar 

  • Nancy, J. L. (1993). The birth to presence. Stanford University Press.

    Google Scholar 

  • Paterson, N., Naliuka, K., Jensen, S. K., Carrigy, T., Haahr, M., & Conway, F. (2010, September). Design, implementation and evaluation of audio for a location aware augmented reality game. In Proceedings of the 3rd International Conference on Fun and Games (pp. 149–156). ACM.

    Google Scholar 

  • Pausch, R., Proffitt, D., & Williams, G. (1997). Quantifying immersion in virtual reality. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques (pp. 13–18). ACM Press/Addison-Wesley Publishing Co.

    Google Scholar 

  • Percheron, D., & Butzel, M. (1980). Sound in cinema and its relationship to image and diegesis. Yale French Studies, 60, 16–23.

    Article  Google Scholar 

  • Poels, K., De Kort, Y., & Ijsselsteijn, W. (2007). It is always a lot of fun!: Exploring dimensions of digital game experience using focus group methodology. In Proceedings of the 2007 conference on Future Play (pp. 83–89). ACM.

    Google Scholar 

  • Ponder, M., Herbelin, B., Molet, T., Scherteneib, S., Ulicny, B., Papagiannakis, G. et al. (2002, November). Interactive scenario immersion: Health emergency decision training in JUST project. In VRMHR2002 Conference Proceedings.

    Google Scholar 

  • Platek, S. M., Keenan, J. P., Gallup, G. G., & Mohamed, F. B. (2004). Where am I? The neurological correlates of self and other. Cognitive Brain Research, 19(2), 114–122.

    Article  Google Scholar 

  • Prince, G. (2003). A dictionary of narratology. University of Nebraska Press.

    Google Scholar 

  • Psotka, J., & Davison, S. (1993). Cognitive factors associated with immersion in virtual environments.

    Google Scholar 

  • Ramachandran, V. S., & Rogers-Ramachandran, D. (1996). Synaesthesia in phantom limbs induced with mirrors. Proceedings of the Royal Society of London B: Biological Sciences, 263(1369), 377–386.

    Article  Google Scholar 

  • Rebenitsch, L., & Owen, C. (2016). Review on cybersickness in applications and visual displays. Virtual Reality, 20(2), 101–125.

    Article  Google Scholar 

  • Regan, E. C., & Price, K. R. (1994). The frequency of occurrence and severity of side-effects of immersion virtual reality. Aviation, Space and Environmental Medicine, 65(6), 527–530.

    Google Scholar 

  • Reid, D. (2004). A model of playfulness and flow in virtual reality interactions. Presence, 13(4), 451–462.

    Article  Google Scholar 

  • Roach, N. W., Heron, J., & McGraw, P. V. (2006). Resolving multisensory conflict: A strategy for balancing the costs and benefits of audiovisual integration. Proceedings of the Royal Society of London B: Biological Sciences, 273(1598), 2159–2168.

    Article  Google Scholar 

  • Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P. et al. (2003). Beyond Nintendo: design and assessment of educational digital games for first and second grade students. Computers & Education, 40(1), 71–94.

    Google Scholar 

  • Ryan, M. L. (2009). From narrative games to playable stories: Toward a poetics of interactive narrative. Storyworlds: A Journal of Narrative Studies, 1(1), 43–59.

    Google Scholar 

  • Sas, C., & O’Hare, G. M. (2003). Presence equation: An investigation into cognitive factors underlying presence. Presence, 12(5), 523–537.

    Article  Google Scholar 

  • Schmitt, Y. S., Hoffman, H. G., Blough, D. K., Patterson, D. R., Jensen, M. P., Soltani, M. et al. (2011). A randomized, controlled trial of immersive virtual reality analgesia, during physical therapy for pediatric burns. Burns, 37(1), 61–68.

    Google Scholar 

  • Shneiderman, B. (2004). Designing for fun: how can we design user interfaces to be more fun? Interactions, 11(5), 48–50.

    Article  Google Scholar 

  • Schröter, F., & Thon, J. N. (2014). Video game characters. Theory and analysis. Diegesis, 3(1).

    Google Scholar 

  • Sheridan, T. B. (1992). Musings on telepresence and virtual presence. Presence: Teleoperators & Virtual Environments, 1(1), 120–126.

    Article  Google Scholar 

  • Slater, M. (2003). A note on presence terminology. Presence Connect, 3(3), 1–5.

    Google Scholar 

  • Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557.

    Article  Google Scholar 

  • Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and virtual environments, 6(6), 603–616.

    Article  Google Scholar 

  • Sweetser, P., & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3–3.

    Article  Google Scholar 

  • Tacikowski, P., Cygan, H. B., & Nowicka, A. (2014). Neural correlates of own and close-other’s name recognition: ERP evidence. Frontiers in human neuroscience, 8.

    Google Scholar 

  • Targett, S., & Fernstrom, M. (2003). Audio games: Fun for all? All for fun!. In Proceedings of the 2003 International Conference on Auditory Display, Boston. MA, USA. 6–9 July 2003.

    Google Scholar 

  • Turkle, S. (1994). Constructions and reconstructions of self in virtual reality: Playing in the MUDs. Mind, Culture, and Activity, 1(3), 158–167.

    Article  Google Scholar 

  • Wrenden, D., Pugh, W., Higueras, J., et al. (2013). The Stanley Parable. USA: Galctic Café.

    Google Scholar 

  • Yee, N., Bailenson, J. N., & Ducheneaut, N. (2009). The Proteus effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 36(2), 285–312.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Tom A. Garner .

Rights and permissions

Reprints and permissions

Copyright information

© 2018 The Author(s)

About this chapter

Cite this chapter

Garner, T.A. (2018). User-Experience. In: Echoes of Other Worlds: Sound in Virtual Reality. Palgrave Studies in Sound. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-65708-0_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-65708-0_4

  • Published:

  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-319-65707-3

  • Online ISBN: 978-3-319-65708-0

  • eBook Packages: Social SciencesSocial Sciences (R0)

Publish with us

Policies and ethics