Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems 2017
DOI: 10.1145/3027063.3053202
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Evaluating VR Driving Simulation from a Player Experience Perspective

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Cited by 60 publications
(33 citation statements)
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“…Interestingly, what emerges from this study shows that not only virtual content specifically created for emotional induction but also commercial content such as virtual reality video games can be effective in inducing positive emotions and decreasing negative emotions and anxiety in individuals. Such a result appears in line with what has been reported recently, with a few exceptions [24], about the ability of virtual reality video games to elicit positive emotions such as joy in the players and to do so with a more intense effect than that of desktop video games [2,6,21]. Besides, according to the results of this study, virtual reality video games are able to not only elicit positive emotions but also decrease negative emotions (ie, sadness and fear) and state anxiety in the players.…”
Section: Potential For Virtual Reality Gaming To Elicit Positive Emotsupporting
confidence: 93%
See 1 more Smart Citation
“…Interestingly, what emerges from this study shows that not only virtual content specifically created for emotional induction but also commercial content such as virtual reality video games can be effective in inducing positive emotions and decreasing negative emotions and anxiety in individuals. Such a result appears in line with what has been reported recently, with a few exceptions [24], about the ability of virtual reality video games to elicit positive emotions such as joy in the players and to do so with a more intense effect than that of desktop video games [2,6,21]. Besides, according to the results of this study, virtual reality video games are able to not only elicit positive emotions but also decrease negative emotions (ie, sadness and fear) and state anxiety in the players.…”
Section: Potential For Virtual Reality Gaming To Elicit Positive Emotsupporting
confidence: 93%
“…In fact, previous studies have suggested that virtual reality video games induce more emotion than do games with less-immersive technologies, such as those on a desktop display device (eg, [2,6,[21][22][23]). With few exceptions [24,25], a higher intensity of emotional response has been observed in virtual reality games compared to desktop games, at both a psychological and a physiological level [2,6,[21][22][23]. For example, players reported a more intense emotional experience while playing the first-person shooter (FPS) game Half-Life 2 (Valve Corporation) in an immersive modality through an HMD compared to playing the same game on a monitor [22].…”
Section: Introductionmentioning
confidence: 99%
“…Cybersickness can be described as a visually induced motion sickness that is common in immersive VR sessions [55]. Although the SSQ was not explicitly developed for assessing cybersickness, it is widely used in assessing the outcome of experience with VR environments [56-58]. The 6 participants with the strongest motion sickness symptoms had to stop the experiment.…”
Section: Discussionmentioning
confidence: 99%
“…As discussed by Kramida (2016), the vergence-accommodation conflict could be an explanation for this difference. These results suggest that immersive VR applications such as virtual roller coasters (Nesbitt et al 2017;Nalivaiko et al 2015;Sra et al 2019;Gavgani et al 2017;Jin et al 2018;Onuki et al 2017), car simulations (Walch et al 2017;Weidner et al 2017;Rietzler et al 2018;Oishi et al 2016), bike driving simulators (Tran et al 2018;Mittelstädt et al 2019), flight simulations (Garcia-Agundez et al 2019a;Mirhosseini et al 2017) and wheelchair simulators (John et al 2018;Chowdhury et al 2017b) cause higher SSQ scores due to sensory mismatch and, in particular, due to perceived self-motion while remaining stationary. Some studies suggest that air cushions (Onuki et al 2017) or vibrokinetic seats (Gardé et al 2018) can mitigate CS symptoms while driving.…”
Section: Perceived Motion In Vr Simulatorsmentioning
confidence: 92%
“…Furthermore, several studies show that SSQ scores are generally higher in VR-HMD conditions compared to non-VR conditions. For example, Walch et al (2017) studied the intensity of CS while the participants either drove a car visible on the flat screen or via a HMD. In this study, the participants reported higher CS symptoms scores in VR-HMD setup (SSQ scores of 29.09) compared to the screen setup (SSQ scores of 16.41).…”
Section: Perceived Motion In Vr Simulatorsmentioning
confidence: 99%