Exploring the Impacts of the Stylized Semi-Open-World Virtual Reality (VR) Game on Presence

Virtual Reality (VR) is an immersive technology that immerses users in a simulation of the actual world or completely alters it. This research aimed to fill the gaps in existing knowledge by investigating the effects of stylized semi-open-world VR games on the sense of presence in players. Through the development of a stylized 3D virtual environment, the study examined the semi-open-world VR game design elements that significantly influence presence while also exploring the impact of various factors such as motion sickness, VR gaming experience, and gender on gaming satisfaction and the degree of presence experienced by participants in semi-open-world VR games. It was tested by 26 participants using the Presence Questionnaire (PQ 3.0) and the Game User Experience Satisfaction Scale (GUESS-18) survey. The findings revealed that usability/playability, player engrossment, and visual aesthetics significantly influence presence, with male participants without motion sickness and prior VR gaming experience reporting higher gaming satisfaction, while participants without VR gaming experience surprisingly reported a higher sense of presence. These insights served as valuable references for developers aiming to create more immersive and engaging virtual experiences.

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Publication Details

Published
2024-09-05
DOI
https://doi.org/10.1109/ciite62244.2024.10987777
Primary Topic
Diverse Topics in Contemporary Research
Type
article
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article

Exploring the Impacts of the Stylized Semi-Open-World Virtual Reality (VR) Game on Presence

Heng Ping, Ahmad Affandi Supli, Heng Chi En
Diverse Topics in Contemporary Research
article

Exploring the Impacts of the Stylized Semi-Open-World Virtual Reality (VR) Game on Presence

Heng Ping, Ahmad Affandi Supli, Heng Chi En
article en

Abstract

Virtual Reality (VR) is an immersive technology that immerses users in a simulation of the actual world or completely alters it. This research aimed to fill the gaps in existing knowledge by investigating the effects of stylized semi-open-world VR games on the sense of presence in players. Through the development of a stylized 3D virtual environment, the study examined the semi-open-world VR game design elements that significantly influence presence while also exploring the impact of various factors such as motion sickness, VR gaming experience, and gender on gaming satisfaction and the degree of presence experienced by participants in semi-open-world VR games. It was tested by 26 participants using the Presence Questionnaire (PQ 3.0) and the Game User Experience Satisfaction Scale (GUESS-18) survey. The findings revealed that usability/playability, player engrossment, and visual aesthetics significantly influence presence, with male participants without motion sickness and prior VR gaming experience reporting higher gaming satisfaction, while participants without VR gaming experience surprisingly reported a higher sense of presence. These insights served as valuable references for developers aiming to create more immersive and engaging virtual experiences.

Xiamen University Malaysia (MY)
Openalex Percentile: Top 51%
Diverse Topics in Contemporary Research
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