“…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).…”