Slot machines are one of the most played games by players suffering from gambling disorder. New technologies like immersive Virtual Reality (VR) offer more possibilities to exploit erroneous beliefs in the context of gambling. Recent research indicates a higher risk potential when playing a slot machine in VR than on desktop. To continue this investigation, we evaluate the effects of providing different degrees of embodiment, i.e., minimal and full embodiment. The avatars used for the full embodiment further differ in their appearance, i.e., they elicit a high or a low socio-economic status. The virtual environment (VE) design can cause a potential influence on the overall gambling behavior. Thus, we also embed the slot machine in two different VEs that differ in their emotional design: a colorful underwater playground environment and a virtual counterpart of our lab. These design considerations resulted in four different versions of the same VR slot machine: 1) full embodiment with high socio-economic status, 2) full embodiment with low socio-economic status, 3) minimal embodiment playground VE, and 4) minimal embodiment laboratory VE. Both full embodiment versions also used the playground VE. We determine the risk potential by logging gambling frequency as well as stake size, and measuring harm-inducing factors, i.e., dissociation, urge to gamble, dark flow, and illusion of control, using questionnaires. Following a between groups experimental design, 82 participants played for 20 game rounds one of the four versions. We recruited our sample from the students enrolled at the University of Würzburg. Our safety protocol ensured that only participants without any recent gambling activity took part in the experiment. In this comparative user study, we found no effect of the embodiment nor VE design on neither the gambling frequency, stake sizes, nor risk potential. However, our results provide further support for the hypothesis of the higher visual angle on gambling stimuli and hence the increased emotional response being the true cause for the higher risk potential.
Simulation-based medical training is an increasingly used method to improve the technical and non-technical performance of clinical staff. An essential part of training is the debriefing of the participants, often using audio, video, or even eye tracking recordings. We conducted a practice-oriented feasibility study to test an eye tracking data preparation procedure, which automatically provided information about the gaze distribution on areas of interest such as the vital sign monitor or the patient simulator. We acquired eye tracking data during three simulation scenarios and provided gaze distribution data for debriefing within 30 minutes. Additionally, we qualitatively evaluated the usefulness of the generated eye tracking data for debriefings. Participating students and debriefers were mostly positive about the data provided; however, future research should improve the technical side of the procedure and investigate best practices regarding how to present and use the data in debriefings.
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