Slower is Better: How Complexity and Collaboration Frequency Shape Experience in Asymmetric VR Puzzle Games

Asymmetric VR collaborative games enhance social interaction and immersion, yet the combined impact of task complexity and collaboration frequency remains unclear. We designed and developed Escape: Asylum, an asymmetric VR puzzle game, and conducted a within-subjects study (N = 32) comparing two design modes: high complexity with high collaboration frequency and low complexity with low collaboration frequency. Behavioral performance and subjective experience data were collected. Results showed that participants in the HC-HC condition moved faster and spent a smaller proportion of time dwelling, but did not achieve better task performance. Participants in the LC-LC condition reported significantly higher enjoyment. Correlation analyses revealed that the proportion of dwell time was positively associated with enjoyment, IEQ and SUS, whereas movement speed and overall performance were negatively associated with these experiential measures. These findings suggest that in asymmetric VR puzzle games, behavioral efficiency does not equate to positive experience.

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Publication Details

Journal
International Journal of Human-Computer Interaction
Published
2026-06-24
DOI
https://doi.org/10.1080/10447318.2026.2676184
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Slower is Better: How Complexity and Collaboration Frequency Shape Experience in Asymmetric VR Puzzle Games

Zhang Shichun, Zhiyu Xing
International Journal of Human-Computer Interaction
Virtual Reality Applications and Impacts
article

Slower is Better: How Complexity and Collaboration Frequency Shape Experience in Asymmetric VR Puzzle Games

Zhang Shichun, Zhiyu Xing
article en

Abstract

Asymmetric VR collaborative games enhance social interaction and immersion, yet the combined impact of task complexity and collaboration frequency remains unclear. We designed and developed Escape: Asylum, an asymmetric VR puzzle game, and conducted a within-subjects study (N = 32) comparing two design modes: high complexity with high collaboration frequency and low complexity with low collaboration frequency. Behavioral performance and subjective experience data were collected. Results showed that participants in the HC-HC condition moved faster and spent a smaller proportion of time dwelling, but did not achieve better task performance. Participants in the LC-LC condition reported significantly higher enjoyment. Correlation analyses revealed that the proportion of dwell time was positively associated with enjoyment, IEQ and SUS, whereas movement speed and overall performance were negatively associated with these experiential measures. These findings suggest that in asymmetric VR puzzle games, behavioral efficiency does not equate to positive experience.

International Journal of Human-Computer Interaction
Beijing Institute of Technology (CN)
Fundamental Research Funds for the Central Universities
Reduced inequalities
Openalex Percentile: Top 5%
Virtual Reality Applications and Impacts
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