Scientific knowledge of the differences between video games played in virtual reality and on desktop displays in terms of player experience is still limited. Therefore, this study aimed to explore differences in immersion, flow, positive emotions, and psychological needs (i.e., challenge, competence, and tension/annoyance) between a video game played in virtual reality and on a desktop display. Thirty young adults played a racing game in virtual reality (Driveclub VR) and desktop (Driveclub) conditions. The Game Experience Questionnaire was used to assess player experience. The results showed that (a) performance on the game was the same in virtual reality and desktop condition; (b) the video game played in virtual reality was able to elicit more intense positive emotions; (c) the sense of immersion and flow was greater in virtual reality as opposed to the desktop condition; and (d) the fulfillment of psychological needs was independent of the display modality.
Pallavicini, F., Pepe, A. (2019). Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions. In CHI PLAY ’19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play (pp.195-210). Association for Computing Machinery, Inc [10.1145/3341215.3355736].
Comparing player experience in video games played in virtual reality or on desktop displays: Immersion, flow, and positive emotions
Pallavicini, F
;Pepe, A
2019
Abstract
Scientific knowledge of the differences between video games played in virtual reality and on desktop displays in terms of player experience is still limited. Therefore, this study aimed to explore differences in immersion, flow, positive emotions, and psychological needs (i.e., challenge, competence, and tension/annoyance) between a video game played in virtual reality and on a desktop display. Thirty young adults played a racing game in virtual reality (Driveclub VR) and desktop (Driveclub) conditions. The Game Experience Questionnaire was used to assess player experience. The results showed that (a) performance on the game was the same in virtual reality and desktop condition; (b) the video game played in virtual reality was able to elicit more intense positive emotions; (c) the sense of immersion and flow was greater in virtual reality as opposed to the desktop condition; and (d) the fulfillment of psychological needs was independent of the display modality.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.