2019
DOI: 10.1007/978-3-030-20476-1_24
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Designing Experiences: A Virtual Reality Video Game to Enhance Immersion

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Cited by 3 publications
(2 citation statements)
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“…On a general level, some user-centric VR gaming research has focused on hedonic or utilitarian perspective, but oftentimes separately. From the hedonic perspective, scholars have studied, for example, enjoyment (Frommel et al 2017;Lin et al 2018;Shafer et al 2019;Sweetser and Rogalewicz 2020), immersion and presence (e.g., Lemmens et al 2022;Navarro et al 2019;Pallavicini and Pepe 2019;Tan et al 2015;Winkler et al 2020), flow (e.g., Bian et al 2016;Bodzin et al 2021;Michailidis et al 2019;Pallavicini and Pepe 2019), negative emotional outcomes (Lavoie et al 2021), and general player experience (e.g., Huang 2019;Marre et al 2021;Tan et al 2015;Xu et al 2020) in VR games. Research has shown that VR games, in comparison with a desktop alternative, can provide the players with a higher degree of flow, a deeper immersion, a richer engagement with passive game elements (i.e., objects that players cannot directly interact with), and enhanced game experiences (e.g., Pallavicini and Pepe 2019;Tan et al 2015).…”
Section: Virtual Reality Gaming and Related Acceptance Researchmentioning
confidence: 99%
“…On a general level, some user-centric VR gaming research has focused on hedonic or utilitarian perspective, but oftentimes separately. From the hedonic perspective, scholars have studied, for example, enjoyment (Frommel et al 2017;Lin et al 2018;Shafer et al 2019;Sweetser and Rogalewicz 2020), immersion and presence (e.g., Lemmens et al 2022;Navarro et al 2019;Pallavicini and Pepe 2019;Tan et al 2015;Winkler et al 2020), flow (e.g., Bian et al 2016;Bodzin et al 2021;Michailidis et al 2019;Pallavicini and Pepe 2019), negative emotional outcomes (Lavoie et al 2021), and general player experience (e.g., Huang 2019;Marre et al 2021;Tan et al 2015;Xu et al 2020) in VR games. Research has shown that VR games, in comparison with a desktop alternative, can provide the players with a higher degree of flow, a deeper immersion, a richer engagement with passive game elements (i.e., objects that players cannot directly interact with), and enhanced game experiences (e.g., Pallavicini and Pepe 2019;Tan et al 2015).…”
Section: Virtual Reality Gaming and Related Acceptance Researchmentioning
confidence: 99%
“…Technical advances in the development of virtual environments (VE) and virtual reality (VR) headsets and devices for the video games industry [46,47] or social media [48,49] have now made it possible to develop applications related to human-robot interaction. In particular, in mobile robot applications, some interesting works using VR can be found.…”
Section: Virtual Reality-based Interfacesmentioning
confidence: 99%