“…Such choice was dictated by the necessity to limit the length of the questionnaires, with the objective of not tampering with the user experience; however, it may have limited the focus of the study. For instance, it would be interesting for future studies to include an assessment of the level of cybersickness perceived by the player during the gaming experience, because of its possible negative impact on user experience (e.g., Lin, Chen, Cheng, & Sun, 2015; Merhi, Faugloire, Flanagan, & Stoffregen, 2007). Moreover, it would be interesting to deeply investigate the impact of graphic aspects of the video game played in virtual reality as perceived by the users, particularly concerning the effects of colors, contrasts, shapes and level of graphic realism on self-reported emotions and sense of presence (e.g., Naz, Kopper, McMahan, & Nadin, 2017).…”