Wayfinding in Virtual Reality Serious Game: An Exploratory Study in the Context of User Perceived Experiences
Abstract
:1. Introduction
2. Related Work
2.1. Virtual Reality Serious Games for Natural Disasters
2.2. Wayfinding in Virtual Reality Training Simulations
2.3. Materials
2.3.1. Participants
2.3.2. Equipment
2.3.3. Virtual Reality Environment
2.4. Evaluation Measures
2.4.1. Physiological Evaluation
2.4.2. Psychometric Evaluation
2.5. Procedure
- Task 1: There are four doors in the parking lot. Find the Fire Exit Door. The door will open once you get closer and press the trigger button. You will find yourself in the city streets once you exit the door.
- Task 2: Find the safe zone (water tank building) and climb up to save yourself. Make sure to climb up on the tank. You will find instructions on how to quit the game once you reach the top.
3. Results
3.1. Physiological Evaluation
3.2. Psychometric Evaluation
4. Discussion
4.1. Effects of Wayfinding on Physiological Evaluation
4.2. Effect of Wayfinding on Psychometric Evaluation
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
XR | Extended reality |
VR | Virtual Reality |
SGs | Serious games |
HMD | Head mounted Display |
VRE | Virtual Reality Environments |
CRED | Center for Research on the Epidemiology of Disasters |
HR | Heart Rate |
CC | Control Condition |
EC1 | Experimental Condition 1 |
EC2 | Experimental Condition 2 |
HRV | Heart Rate Variability |
GEQ | Game Experience Questionnaire |
ACR | Absolute Category Rating |
SOPS | Standard Operating Procedures |
ANOVA | Analysis of Variance |
Appendix A. GEQ Questionnaire
Questions | ||
---|---|---|
Q2 | I felt skilful | |
Q10 | I felt competent | |
Competence | Q15 | I was good at it |
Q17 | I felt successful | |
Q21 | I was fast at reaching the game’s targets | |
Q3 | I was interested in the game’s story | |
Immersion | Q12 | It was aesthetically pleasing |
Q18 | I felt imaginative | |
Q19 | I felt that I could explore things | |
Q27 | I found it impressive | |
Q30 | It felt like a rich experience | |
Q5 | I was fully occupied with the game | |
Q13 | I forgot everything around me | |
Flow | Q25 | I lost track of time |
Q28 | I was deeply concentrated in the game | |
Q31 | I lost connection with the outside world | |
Q22 | I felt annoyed | |
Tension | Q24 | I felt irritable |
Q29 | I felt frustrated | |
Q11 | I thought it was hard | |
Challenge | Q23 | I felt pressured |
Q26 | I felt challenged | |
Q32 | I felt time pressure | |
Q33 | I had to put a lot of effort into it | |
Q1 | I felt content | |
Q4 | I thought it was fun | |
Positive Affects | Q6 | I felt happy |
Q14 | I felt good | |
Q20 | I enjoyed it | |
Q7 | It gave me a bad mood | |
Negative Affects | Q8 | I thought about other things |
Q9 | I found it tiresome | |
Q16 | I felt bored |
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No | Condition | Variations |
---|---|---|
1 | Control Condition (CC) | No wayfinding cues |
2 | Experimental Condition 1 (EC1) | Static wayfinding cues |
3 | Experimental Condition 2 (EC2) | Dynamic wayfinding cues with visual stimulus |
Absolute Category | Rating Scale | |||
---|---|---|---|---|
1 | 2 | 3 | 4 | 5 |
not at all | slightly | moderately | fairly | extremely |
Control Condition (n = 13) | Experimental Condition 1 (n = 13) | Experimental Condition 2 (n = 13) | ||||
---|---|---|---|---|---|---|
Means | SD | Means | SD | Means | SD | |
Heart Rate | 97.69 | 9.60 | 80.53 | 10.134 | 79.83 | 7.57 |
Sum of Squares | df | Mean Square | F | Sig. | ||
---|---|---|---|---|---|---|
Between Groups | 2660.839 | 2 | 1330.419 | 15.818 | 0.000 | |
Heart Rate | Within Groups | 3027.957 | 36 | 84.110 | ||
Total | 5688.796 | 38 |
Control Condition (n = 13) | Experimental Condition 1 (n = 13) | Experimental Condition 2 (n = 13) | ||||
---|---|---|---|---|---|---|
Means | SD | Means | SD | Means | SD | |
Challenge | 2.58 | 0.51 | 2.30 | 0.64 | 1.87 | 0.58 |
Tension | 2.10 | 0.59 | 0.79 | 0.73 | 0.79 | 0.71 |
Positive Affect | 2.44 | 0.68 | 2.78 | 0.77 | 3.27 | 0.46 |
Negative Affect | 1.46 | 0.49 | 0.73 | 057 | 0.44 | 0.44 |
Competence | 2.33 | 1.06 | 2.21 | 0.82 | 2.70 | 0.50 |
Immersion | 2.66 | 0.69 | 2.91 | 0.72 | 3.03 | 0.51 |
Flow | 3.01 | 0.51 | 2.70 | 0.60 | 2.67 | 0.75 |
Sum of Squares | df | Mean Square | F | Sig. | ||
---|---|---|---|---|---|---|
Challenge | Between Groups | 3.307 | 2 | 1.653 | 4.907 | 0.013 |
Within Groups | 12.129 | 36 | 0.337 | |||
Total | 15.436 | 38 | ||||
Tension | Between Groups | 14.821 | 2 | 7.410 | 15.700 | 0.000 |
Within Groups | 16.991 | 36 | 0.472 | |||
Total | 31.812 | 38 | ||||
Positive Affect | Between Groups | 4.537 | 2 | 2.269 | 5.286 | 0.010 |
Within Groups | 15.452 | 36 | 0.429 | |||
Total | 19.990 | 38 | ||||
Negative Affect | Between Groups | 7.176 | 2 | 3.588 | 13.878 | 0.000 |
Within Groups | 9.308 | 36 | 0.259 | |||
Total | 16.484 | 38 | ||||
Competence | Between Groups | 1.707 | 2 | 0.853 | 1.233 | 0.303 |
Within Groups | 24.917 | 36 | 0.692 | |||
Total | 26.624 | 38 | ||||
Immersion | Between Groups | 0.927 | 2 | 0.464 | 1.090 | 0.347 |
Within Groups | 15.321 | 36 | 0.426 | |||
Total | 16.248 | 38 | ||||
Flow | Between Groups | 0.911 | 2 | 0.455 | 1.122 | 0.337 |
Within Groups | 14.609 | 36 | 0.406 | |||
Total | 15.520 | 38 |
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Irshad, S.; Perkis, A.; Azam, W. Wayfinding in Virtual Reality Serious Game: An Exploratory Study in the Context of User Perceived Experiences. Appl. Sci. 2021, 11, 7822. https://doi.org/10.3390/app11177822
Irshad S, Perkis A, Azam W. Wayfinding in Virtual Reality Serious Game: An Exploratory Study in the Context of User Perceived Experiences. Applied Sciences. 2021; 11(17):7822. https://doi.org/10.3390/app11177822
Chicago/Turabian StyleIrshad, Shafaq, Andrew Perkis, and Waleed Azam. 2021. "Wayfinding in Virtual Reality Serious Game: An Exploratory Study in the Context of User Perceived Experiences" Applied Sciences 11, no. 17: 7822. https://doi.org/10.3390/app11177822
APA StyleIrshad, S., Perkis, A., & Azam, W. (2021). Wayfinding in Virtual Reality Serious Game: An Exploratory Study in the Context of User Perceived Experiences. Applied Sciences, 11(17), 7822. https://doi.org/10.3390/app11177822