“…User experience was measured using the Game Experience Questionnaire (GEQ) (IJsselsteijn, De Kort, and Poels, 2013), which has been used in several domains (such as gaming, augmented reality, and location-based services) because of its ability to cover a wide range of experiential factors with good reliability (Lee and Kim, 2017;Nacke, Grimshaw, and Lindley, 2010;Nacke and Lindley, 2008a,b;Lee et al, 2012). The use of GEQ has been established in the VR domain in several studies around such topics as navigation and locomotion in virtual environments (Meijer, Geudeke, and Van den Broek, 2009;Nabiyouni and Bowman, 2015), haptic interaction in VR (Ahmed et al, 2016), VR learning (Apostolellis and Bowman, 2014), cyberpsychology (Toet, van Welie, and Houtkamp, 2009), and VR gaming (Schild, LaViola, and Masuch, 2012). In this study, the dimensions of Competence, Sensory and Imaginative Immersion, Flow, Tension, Challenge, Negative Affect, Positive Affect, Returning to Reality, and Tiredness were selected from the In-Game and Post-Game versions of the GEQ based on the user instructions of the questionnaire (IJsselsteijn, De Kort, and Poels, 2013).…”