Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball

Attempts to digitize pinball have been met with skepticism; however, VR presents a new opportunity to access and enjoy this popular game. In a controlled study (N=60), we investigated how physical pinball, VR pinball, and PC pinball differ in terms of player experience (pX) and task demand using both quantitative and qualitative data. Participants mainly preferred physical pinball, followed by VR pinball; only two participants preferred pinball on the PC. With the exception of immersion, results showed no pX differences between physical and VR pinball; although PC pinball was rated as inferior on multiple dimensions. Furthermore, enjoyment of physical pinball was associated with curiosity, control, and challenge, whereas in VR and PC pinball, immersion and audiovisual appeal mattered. Interestingly, preference and pX did not depend on existing familiarity with pinball. Our findings suggest that VR can offer an accessible, enjoyable pinball experience, regardless of familiarity.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677071
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball

Regan L. Mandryk, Nicholas O’Donnell, Daniel Johnson, Julian Frommel
Proceedings of the ACM on Human-Computer Interaction
Educational Games and Gamification
article

Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball

Regan L. Mandryk, Nicholas O’Donnell, Daniel Johnson, Julian Frommel
article en

Abstract

Attempts to digitize pinball have been met with skepticism; however, VR presents a new opportunity to access and enjoy this popular game. In a controlled study (N=60), we investigated how physical pinball, VR pinball, and PC pinball differ in terms of player experience (pX) and task demand using both quantitative and qualitative data. Participants mainly preferred physical pinball, followed by VR pinball; only two participants preferred pinball on the PC. With the exception of immersion, results showed no pX differences between physical and VR pinball; although PC pinball was rated as inferior on multiple dimensions. Furthermore, enjoyment of physical pinball was associated with curiosity, control, and challenge, whereas in VR and PC pinball, immersion and audiovisual appeal mattered. Interestingly, preference and pX did not depend on existing familiarity with pinball. Our findings suggest that VR can offer an accessible, enjoyable pinball experience, regardless of familiarity.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
Queensland University of Technology (AU), Utrecht University (NL), University of Victoria (CA)
Openalex Percentile: Top 78%
Educational Games and Gamification
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