How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality

Virtual reality (VR) can place people in unique environments and facilitate engagement, making it a compelling tool for storytelling and learning. However, experiencing narratives requires immersion, which can be difficult for those who are anxious about technology. Prior research has shown that training new users on how to use VR before they engage in learning tasks housed in VR is critical. The right kind of training and targeted guidance may help people, including those with computer anxiety, better navigate virtual experiences. However, best practices for how training should be administered remain unclear. This study examined how training type (paper, video, and VR) and computer anxiety influenced outcomes using a large sample size (<em>n</em> = 284). We measured performance and self-reported outcomes while participants navigated computer-graphic scenes, manipulated three-dimensional objects, and watched a narrative 360° video. Results showed that participants who received training via video or VR mastered more VR functions than those who received training via paper. Additionally, those who trained directly in VR had less of a negative experience using VR for completing tasks. Furthermore, participants who trained in VR perceived the training as more useful and found the VR tasks to be easier compared to those who received training in paper or video. Finally, those with high levels of computer anxiety, regardless of training, had more negative outcomes than those with low computer anxiety, including having less mastery of VR functions and engagement with the 360° video content, perceiving the training as being less useful, completing tasks with more difficulty, and having more of a negative experience. Our results suggest that keeping the medium the same both during training and doing is ideal. We discuss implications for theories of information processing in VR, as well as implications for scaled engagement with narratives and learning in VR.

Authors

Institutions

Publication Details

Journal
Media and Communication
Published
2024-11-21
DOI
https://doi.org/10.17645/mac.8730
Citations
4
Primary Topic
Gender and Technology in Education
Type
article
Field-Weighted Citation Impact
3.72
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality

Eugy Han, Kristine L. Nowak, Jeremy N. Bailenson, Ian Strate
4 citations
Media and Communication
Gender and Technology in Education
3.72
article

How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality

Eugy Han, Kristine L. Nowak, Jeremy N. Bailenson, Ian Strate
article en
4 citations

Abstract

Virtual reality (VR) can place people in unique environments and facilitate engagement, making it a compelling tool for storytelling and learning. However, experiencing narratives requires immersion, which can be difficult for those who are anxious about technology. Prior research has shown that training new users on how to use VR before they engage in learning tasks housed in VR is critical. The right kind of training and targeted guidance may help people, including those with computer anxiety, better navigate virtual experiences. However, best practices for how training should be administered remain unclear. This study examined how training type (paper, video, and VR) and computer anxiety influenced outcomes using a large sample size (<em>n</em> = 284). We measured performance and self-reported outcomes while participants navigated computer-graphic scenes, manipulated three-dimensional objects, and watched a narrative 360° video. Results showed that participants who received training via video or VR mastered more VR functions than those who received training via paper. Additionally, those who trained directly in VR had less of a negative experience using VR for completing tasks. Furthermore, participants who trained in VR perceived the training as more useful and found the VR tasks to be easier compared to those who received training in paper or video. Finally, those with high levels of computer anxiety, regardless of training, had more negative outcomes than those with low computer anxiety, including having less mastery of VR functions and engagement with the 360° video content, perceiving the training as being less useful, completing tasks with more difficulty, and having more of a negative experience. Our results suggest that keeping the medium the same both during training and doing is ideal. We discuss implications for theories of information processing in VR, as well as implications for scaled engagement with narratives and learning in VR.

Media and CommunicationVol. 12
University of Connecticut (US), Stanford University (US)
Openalex Percentile: Top 7%
Gender and Technology in Education
3.72
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.