Skip to main content

Exploring the Influence of Collision Anxiety on Player Experience in XR Games

  • Conference paper
  • First Online:
Entertainment Computing – ICEC 2023 (ICEC 2023)

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.

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 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
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

Notes

  1. 1.

    https://www.statista.com/topics/6072/extended-reality-xr, last visit: 19.05.2023.

  2. 2.

    https://arinsider.co/2022/10/26/will-vr-revenue-exceed-28-billion-by-2026/, last visit: 25.05.2023.

  3. 3.

    https://superhotgame.com, last visit: 26.05.2023.

  4. 4.

    https://www.beatsaber.com, last visit: 26.05.2023.

References

  1. Boletsis, C., Cedergren, J.E.: Vr locomotion in the new era of virtual reality: an empirical comparison of prevalent techniques. Advances in Human-Computer Interaction 2019 (2019). https://doi.org/10.1155/2019/7420781

  2. Bowman, D.A., McMahan, R.P.: Virtual reality: how much immersion is enough? Computer 40(7), 36–43 (2007). https://doi.org/10.1109/MC.2007.257

    Article  Google Scholar 

  3. Graf, L., Altmeyer, M., Emmerich, K., Herrlich, M., Krekhov, A., Spiel, K.: Development and validation of a German version of the player experience inventory (pxi). Mensch und Computer 2022 (2022). https://doi.org/10.1145/3543758.3543763

  4. Gulati, S., Sousa, S., Lamas, D.: Design, development and evaluation of a human-computer trust scale. Behav. Inf. Technol. 38(10), 1004–1015 (2019). https://doi.org/10.1080/0144929X.2019.1656779

    Article  Google Scholar 

  5. Herur-Raman, A., Almeida, N.D., Greenleaf, W., Williams, D., Karshenas, A., Sherman, J.H.: Next-generation simulation-integrating extended reality technology into medical education. Front. Virtual Reality, 115 (2021). https://doi.org/10.3389/frvir.2021.693399

  6. Jelonek, M.: Vrtoer: When virtual reality leads to accidents: a community on reddit as lens to insights about vr safety. In: Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, pp. 1–6 (2023). https://doi.org/10.1145/3544549.3585783

  7. Kanamori, K., Sakata, N., Tominaga, T., Hijikata, Y., Harada, K., Kiyokawa, K.: Obstacle avoidance method in real space for virtual reality immersion. In: 2018 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 80–89 (2018). https://doi.org/10.1109/ISMAR.2018.00033

  8. Lewicki, R.J., Bunker, B.B.: Developing and maintaining trust in work relationships. Trust Organizations Front. Theory Res. 114, 139 (1996)

    Google Scholar 

  9. Liu, H., Wang, Z., Mazumdar, A., Mousas, C.: Virtual reality game level layout design for real environment constraints. Graph. Visual Comput. 4, 200020 (2021). https://doi.org/10.1016/j.gvc.2021.200020

    Article  Google Scholar 

  10. Mcknight, D.H., Carter, M., Thatcher, J.B., Clay, P.F.: Trust in a specific technology: an investigation of its components and measures. ACM Trans. Manage. Inf. Syst. (TMIS) 2(2), 1–25 (2011)

    Article  Google Scholar 

  11. Melo, M., Gonçalves, G., Vasconcelos-Raposo, J., Bessa, M.: How much presence is enough? qualitative scales for interpreting the igroup presence questionnaire score. IEEE Access 11, 24675–24685 (2023). https://doi.org/10.1109/ACCESS.2023.3254892

    Article  Google Scholar 

  12. Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. IEICE Trans. Inf. Syst. 77(12), 1321–1329 (1994)

    Google Scholar 

  13. Oh, Y., Yang, S.: Defining exergames & exergaming. Proc. Meaningful Play 2010, 21–23 (2010)

    Google Scholar 

  14. Schubert, T., Friedmann, F., Regenbrecht, H.: The experience of presence: Factor analytic insights. Presence: Teleoperators Virtual Environ. textbf10(3), 266–281 (2001). https://doi.org/10.1162/105474601300343603

  15. Simeone, A.L., Velloso, E., Gellersen, H.: Substitutional reality: Using the physical environment to design virtual reality experiences. Association for Computing Machinery, New York, NY, USA (2015). https://doi.org/10.1145/2702123.2702389

  16. Skarbez, R., Smith, M., Whitton, M.C.: Revisiting milgram and kishino’s reality-virtuality continuum. Front. Virtual Reality 2, 647997 (2021). https://doi.org/10.3389/frvir.2021.647997

    Article  Google Scholar 

  17. Yang, H., Li, J., Liu, J., Bian, Y., Liu, J.: Development of an indoor exergame based on moving-target hitting task for covid-19 epidemic: a comparison between ar and vr mode. IEEE Trans. Games 14(3), 511–521 (2022). https://doi.org/10.1109/TG.2021.3118035

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Patrizia Ring .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 IFIP International Federation for Information Processing

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

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

Download citation

  • DOI: https://doi.org/10.1007/978-981-99-8248-6_17

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-99-8247-9

  • Online ISBN: 978-981-99-8248-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics