Skip to main content

What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study

  • Conference paper
  • First Online:
Advances in Human Factors in Wearable Technologies and Game Design (AHFE 2017)

Abstract

Despite the rapid and significant growth of virtual reality based video games, scientific studies have not yet been conducted to highlight the outstanding differences of this kind of immersive video games as compared to the more traditional kind (i.e. not immersive, for instance tablet or console games). Peculiarly, very little information is provided about the players’ experience during a virtual reality game. On the basis of these observations, the paper presents an exploratory study aimed to compare the players’ experience while performing a video game in an immersive (virtual reality) and in a non-immersive (tablet) condition. In order to address this objective, 10 participants, within the age range of 18 to 35 years old, were asked to play Smash Hit, a first person game in which the player is provided with an inventory of metallic spheres with which to aim and break glass obstacles. The video game was played by participants on to different display modalities: immersive (virtual reality) and non-immersive (tablet) condition. Psychometric (self-report questionnaires assessing emotional responses and usability of the video game) and physiological (heart rate) measures were used as quantitative dependent variables. The experimental design and results of this exploratory study will be presented and discussed.

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 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight 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

  1. Anderson, C.A., Shibuya, A., Ihori, N., Swing, E.L., Bushman, B.J., Sakamoto, A., et al.: Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: a meta-analytic review. Psychol. Bull. 136, 151–173 (2010)

    Article  Google Scholar 

  2. Benedicuts, L.: Why Oculus’s $2bn Sale to Facebook Sparks Fury from Kickstarter Funders – Technology – The Guardian (2014)

    Google Scholar 

  3. Brooke, J.: SUS - a quick and dirty usability scale. Usability Eval. Ind. 189, 194 (1996)

    Google Scholar 

  4. Ferguson, C.J.: The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games. Psychiatr. Q. 78, 309–316 (2007)

    Article  Google Scholar 

  5. Heineman, D.S.: Porting game studies research to virtual reality. New Media Soc. 18, 2793–2799 (2016)

    Google Scholar 

  6. Lee, K., Peng, W., Park, N.: Effects of computer/video games and beyond. In: Bryant, J., Oliver, M.B. (eds.) Media Effects: Advances in Theory and Research, pp. 551–556. Lawrence Erlbaum Associates, Mahwah (2009)

    Google Scholar 

  7. Limperos, A., Waddell, T.F., Ivory, A.H., Ivory, J.D.: Psychological and physiological responses to stereoscopic 3D presentation in handheld digital gaming: comparing the experiences of frequent and infrequent game players. Presence Teleoperators Virtual Environ. 23, 341–353 (2014)

    Article  Google Scholar 

  8. Meehan, M., Insko, B., Whitton, M., Brooks, F.P., Meehan, M., Insko, B., et al.: Physiological measures of presence in stressful virtual environments. ACM Trans. Graph. 21, 645–652 (2002)

    Article  Google Scholar 

  9. Merhi, O., Faugloire, E., Flanagan, M., Stoffregen, T.A.: Motion sickness, console video games, and head-mounted displays. Hum. Factors 49, 920–934 (2007)

    Article  Google Scholar 

  10. Pallavicini, F., Cipresso, P., Raspelli, S., Grassi, A., Serino, S., Vigna, C., et al.: Is virtual reality always an effective stressors for exposure treatments? Some insights from a controlled trial. BMC Psychiatr. 13, 52 (2013)

    Article  Google Scholar 

  11. Pallavicini, F., Toniazzi, N., Argenton, L., Aceti, L., Mantovani, F.: Developing effective virtual reality training for military forces and emergency operators: from technology to human factors. In: 14th International Conference on Modeling and Applied Simulation 2015 (2015)

    Google Scholar 

  12. Parkin, S.: PlayStation Boss: Virtual Reality Throws Out the Game-Design Rule Book. The Guardian (2016)

    Google Scholar 

  13. Persky, S., Blascovich, J.: Immersive virtual video game play and presence: influences on aggressive feelings and behavior. Presence Teleoperators Virtual Environ. 17, 57–72 (2008)

    Article  Google Scholar 

  14. Reichheld, F.F.: The one number you need to grow. Harv. Bus. Rev. 81, 46–55 (2003)

    Google Scholar 

  15. Sousa Santos, B., Dias, P., Pimentel, A., Baggerman, J.-W., Ferreira, C., Silva, S., et al.: Head-mounted display versus desktop for 3D navigation in virtual reality: a user study. Multimed. Tools Appl. 41, 161–181 (2009)

    Article  Google Scholar 

  16. Spielberger, C.D.: State-Trait Anxiety Inventory. Wiley, Hoboken (2010)

    Book  Google Scholar 

  17. Swindells, C., Po, B.A., Hajshirmohammadi, I., Corrie, B., Dill, J.C., Fisher, B.D., et al.: Comparing CAVE, wall, and desktop displays for navigation and wayfinding in complex 3D models. In: Proceedings of Computer Graphics International, pp. 420–427. IEEE (2004)

    Google Scholar 

  18. Yeh, M., Wickens, C.D., Merlo, M.A.J., Brandenburg, D.L.: Head-up vs. Head-down: effects of precision on cue effectiveness and display signaling. In: 45th Annual Meeting of the Human Factors and Ergonomics Society, pp. 1–6 (2001)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Federica Pallavicini .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer International Publishing AG

About this paper

Cite this paper

Pallavicini, F. et al. (2018). What Distinguishes a Traditional Gaming Experience from One in Virtual Reality? An Exploratory Study. In: Ahram, T., Falcão, C. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2017. Advances in Intelligent Systems and Computing, vol 608. Springer, Cham. https://doi.org/10.1007/978-3-319-60639-2_23

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-60639-2_23

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-60638-5

  • Online ISBN: 978-3-319-60639-2

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics