Impaired decision-making leads to the inability to distinguish between advantageous and disadvantageous choices. The impairment of a person’s decision-making is a common goal of gambling games. Given the recent trend of gambling using immersive Virtual Reality it is crucial to investigate the effects of both immersion and the virtual environment (VE) on decision-making. In a novel user study, we measured decision-making using three virtual versions of the Iowa Gambling Task (IGT). The versions differed with regard to the degree of immersion and design of the virtual environment. While emotions affect decision-making, we further measured the positive and negative affect of participants. A higher visual angle on a stimulus leads to an increased emotional response. Thus, we kept the visual angle on the Iowa Gambling Task the same between our conditions. Our results revealed no significant impact of immersion or the VE on the IGT. We further found no significant difference between the conditions with regard to positive and negative affect. This suggests that neither the medium used nor the design of the VE causes an impairment of decision-making. However, in combination with a recent study, we provide first evidence that a higher visual angle on the IGT leads to an effect of impairment.
Long waits and disruptive loading breaks can evoke negative emotions, like frustration. While there is a lot of research on 2D-based loading scenarios, it is unclear how people react to loading screens in an immersive virtual reality (VR) environment. In this paper we conducted a user study to investigate the effects of interactive and passive loading screens on the users' loading screen experience (LSE) in VR. We measured perceived speed, enjoyment and frustration for long and short waiting times. Results show that interactive loading screens improved participants' LSE through increasing perceived speed and enjoyment, and decreased their frustration while waiting. Thus, previous findings of 2D-based research were confirmed. Therefore, our research provides a first approach for further investigations of different loading screens in VR.
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