The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience

Detalhes bibliográficos
Autor(a) principal: Wehden, Lars-Ole
Data de Publicação: 2021
Outros Autores: Reer, Felix, Janzik, Robin, Tang, Wai Yen, Quandt, Thorsten
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.17645/mac.v9i1.3170
Resumo: Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology—often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (N = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers.
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spelling The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experiencecybersickness; digital games; experimental research; gaming experience; locomotion; omnidirectional treadmill; passive repositioning systems; virtual realityResearchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology—often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (N = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers.Cogitatio2021-01-06info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.17645/mac.v9i1.3170oai:ojs.cogitatiopress.com:article/3170Media and Communication; Vol 9, No 1 (2021): Games and Communication—Quo Vadis?; 5-162183-2439reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPenghttps://www.cogitatiopress.com/mediaandcommunication/article/view/3170https://doi.org/10.17645/mac.v9i1.3170https://www.cogitatiopress.com/mediaandcommunication/article/view/3170/3170Copyright (c) 2021 Lars-Ole Wehden, Felix Reer, Robin Janzik, Wai Yen Tang, Thorsten Quandthttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessWehden, Lars-OleReer, FelixJanzik, RobinTang, Wai YenQuandt, Thorsten2022-12-20T10:58:45ZPortal AgregadorONG
dc.title.none.fl_str_mv The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
title The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
spellingShingle The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
Wehden, Lars-Ole
cybersickness; digital games; experimental research; gaming experience; locomotion; omnidirectional treadmill; passive repositioning systems; virtual reality
title_short The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
title_full The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
title_fullStr The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
title_full_unstemmed The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
title_sort The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
author Wehden, Lars-Ole
author_facet Wehden, Lars-Ole
Reer, Felix
Janzik, Robin
Tang, Wai Yen
Quandt, Thorsten
author_role author
author2 Reer, Felix
Janzik, Robin
Tang, Wai Yen
Quandt, Thorsten
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Wehden, Lars-Ole
Reer, Felix
Janzik, Robin
Tang, Wai Yen
Quandt, Thorsten
dc.subject.por.fl_str_mv cybersickness; digital games; experimental research; gaming experience; locomotion; omnidirectional treadmill; passive repositioning systems; virtual reality
topic cybersickness; digital games; experimental research; gaming experience; locomotion; omnidirectional treadmill; passive repositioning systems; virtual reality
description Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology—often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (N = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers.
publishDate 2021
dc.date.none.fl_str_mv 2021-01-06
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv https://doi.org/10.17645/mac.v9i1.3170
oai:ojs.cogitatiopress.com:article/3170
url https://doi.org/10.17645/mac.v9i1.3170
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dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://www.cogitatiopress.com/mediaandcommunication/article/view/3170
https://doi.org/10.17645/mac.v9i1.3170
https://www.cogitatiopress.com/mediaandcommunication/article/view/3170/3170
dc.rights.driver.fl_str_mv Copyright (c) 2021 Lars-Ole Wehden, Felix Reer, Robin Janzik, Wai Yen Tang, Thorsten Quandt
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2021 Lars-Ole Wehden, Felix Reer, Robin Janzik, Wai Yen Tang, Thorsten Quandt
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Cogitatio
publisher.none.fl_str_mv Cogitatio
dc.source.none.fl_str_mv Media and Communication; Vol 9, No 1 (2021): Games and Communication—Quo Vadis?; 5-16
2183-2439
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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