Abstract
Extended Reality (XR) applications are becoming increasingly widespread due to technical advances, but also have their own challenges regarding the user’s real-world orientation. Especially during virtual reality use at home, users are at risk of collisions with the environment due to restricted play space. Users might also experience discomfort due to this risk, even if no collisions occur. We propose a novel definition for the feeling of disorientation and fear of colliding with real objects in XR, called Collision Anxiety (CA). To measure the collision anxiety, we developed and tested a not yet validated questionnaire (Collision Anxiety Questionnaire) and used it to examine the influence of CA on immersion and general player experience. In three studies, a total of 149 participants played different variations of an augmented (AR) or virtual reality (VR) version of a game. Results suggest that while an AR game can provide a similar player experience compared to its VR equivalent, differences regarding CA exist.
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Notes
- 1.
https://www.statista.com/topics/6072/extended-reality-xr, last visit: 19.05.2023.
- 2.
https://arinsider.co/2022/10/26/will-vr-revenue-exceed-28-billion-by-2026/, last visit: 25.05.2023.
- 3.
https://superhotgame.com, last visit: 26.05.2023.
- 4.
https://www.beatsaber.com, last visit: 26.05.2023.
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Ring, P., Masuch, M. (2023). Exploring the Influence of Collision Anxiety on Player Experience in XR Games. In: Ciancarini, P., Di Iorio, A., Hlavacs, H., Poggi, F. (eds) Entertainment Computing – ICEC 2023. ICEC 2023. Lecture Notes in Computer Science, vol 14455. Springer, Singapore. https://doi.org/10.1007/978-981-99-8248-6_17
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DOI: https://doi.org/10.1007/978-981-99-8248-6_17
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