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|Title:||Real-world and virtual-world practices for virtual reality games : effects on spatial perception and game performance||Authors:||Ho, JCF||Issue Date:||2020||Source:||Multimodal technologies and interaction, 2020, v. 4, no. 1, 1||Abstract:||Researchers have been investigating ways to improve users’ spatial perception in virtual environments. Very limited studies have focused on the context of virtual reality (VR) games. Tutorials with practices, a common element in games, are good opportunities to implement measures that improve players’ spatial perception. Using an experiment, this paper investigates how two types of practices (real-world and virtual-world practices) influence players’ spatial perception, game performance, and immersion in VR games. Given that spatial perception is viewed as an essential aspect of VR applications, the moderating role of spatial perception on the effect of practices in game performance is also explored. The results demonstrate that virtual-world practice is effective in improving players’ spatial perception of the virtual environment of VR games. Real-world practice is suggested to be effective in enhancing spatial perception when it is averaged over multiple sessions. The results also suggest that spatial perception moderates the effects of practices on game performance. The results imply that practices in game tutorial can be a transitional environment for new players to enter a VR game.||Keywords:||Digital games
Motor skill learning
Virtual reality (VR)
|Publisher:||MDPI AG||Journal:||Multimodal technologies and interaction||EISSN:||2414-4088||DOI:||10.3390/mti4010001||Rights:||© 2020 by the author. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
The following publication Ho JCF. Real-World and Virtual-World Practices for Virtual Reality Games: Effects on Spatial Perception and Game Performance. Multimodal Technologies and Interaction. 2020; 4(1):1, is available at https://doi.org/10.3390/mti4010001
|Appears in Collections:||Journal/Magazine Article|
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