Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments

Recent advancements in immersive virtual reality (IVR) have highlighted its expanding potential in educational settings. However, the influence of learners’ interpersonal relationships on their preferences for gamification elements in collaborative environments remains underexplored. This study introduces an avatar-based multiplayer IVR game designed to promote collaborative learning through improved social interaction. The game features a maze with three challenging puzzles, which require teamwork and problem-solving skills, encouraging communication and information sharing among participants. In addition, the study investigates the impact of different gamification elements on groups consisting of either peers or strangers, involving a total of 44 participants. The findings revealed significant improvements in communication and collaboration skills, along with increased motivation and engagement, across both group types. Moreover, participants exhibited distinct preferences for specific gamification elements, largely influenced by the nature of their social relationships and individual tendencies. This study offers valuable insights into the design of IVR-based collaborative educational environments with an emphasis on social interaction and game mechanics. It also identifies key factors shaping individual preferences for gamification elements, particularly in relation to social dynamics and personal preferences.

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Publication Details

Published
2025-03-08
DOI
https://doi.org/10.1109/vr59515.2025.00035
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments

Boon Giin Lee, Sulun Ke, Lijie Zheng
1 citations
Educational Games and Gamification
3.44
article

Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments

Boon Giin Lee, Sulun Ke, Lijie Zheng
article en
1 citations

Abstract

Recent advancements in immersive virtual reality (IVR) have highlighted its expanding potential in educational settings. However, the influence of learners’ interpersonal relationships on their preferences for gamification elements in collaborative environments remains underexplored. This study introduces an avatar-based multiplayer IVR game designed to promote collaborative learning through improved social interaction. The game features a maze with three challenging puzzles, which require teamwork and problem-solving skills, encouraging communication and information sharing among participants. In addition, the study investigates the impact of different gamification elements on groups consisting of either peers or strangers, involving a total of 44 participants. The findings revealed significant improvements in communication and collaboration skills, along with increased motivation and engagement, across both group types. Moreover, participants exhibited distinct preferences for specific gamification elements, largely influenced by the nature of their social relationships and individual tendencies. This study offers valuable insights into the design of IVR-based collaborative educational environments with an emphasis on social interaction and game mechanics. It also identifies key factors shaping individual preferences for gamification elements, particularly in relation to social dynamics and personal preferences.

University of Nottingham Ningbo China (CN)
Openalex Percentile: Top 11%
Educational Games and Gamification
3.44
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