“It Felt Like Solving a Mystery Together”: Exploring Virtual Reality Card-Based Interaction and Story Co-Creation Collaborative System Design
Abstract
1. Introduction
- (1)
- We enhance the theory of interactive storytelling design by empirically verifying the influence of card-based interactive storytelling authoring design and virtual collaboration on user engagement.
- (2)
- We introduce Co-relay, a virtual reality (VR) narrative and collaboration platform for collaborative story creation that enhances user engagement and immersion, fosters creativity, and addresses emotional and social needs.
- (3)
- Our investigation explores the use of interactive story co-creation design framework and VR technologies to create immersive settings in multiplayer narrative encounters, elevating user-driven narratives for enhanced social interaction, educational applications, and therapeutic interventions.
2. Background and Related Works
2.1. Application of Multiplayer Collaboration in Interaction Design/Games
2.2. The Status and Challenges of Story Co-Creation Design
2.3. Combining Social Games and Story Co-Creation Design in Virtual Reality Interaction
3. Methods
3.1. Pre-Investigation
3.1.1. Interview Investigation Among the Target Users
3.1.2. Demographics of Participants
3.1.3. Findings
- Attitudes towards Storytelling
- User Feedback
- Satisfaction with This Type of Platform
- Intentions towards This Interaction
- Discussion of Pre-investigation
3.2. Decisions and Prototype
3.2.1. Co-Relay Prototype Development
3.2.2. Player Mode of Co-Relay
3.2.3. Main Functions and Interface Design of Initial Co-Relay
3.2.4. Design Concept and Interactive Game Flow of Co-Relay
3.3. VR Workshop
3.3.1. Demographics of Participants (VR Workshop)
3.3.2. Procedure
3.3.3. Design Insights
3.3.4. The 2nd Iteration of Co-Relay Prototype
3.4. System Design
Functional Modules
3.5. System User Study
3.5.1. Test Indicators
3.5.2. Experiment Setup
3.5.3. Demographics of the Participants
3.5.4. Script Selection, Plot Divided, and Task
3.5.5. Study Procedures
3.5.6. Data Collection and Analysis
4. Results
4.1. Data on Quantifiable Indicators
- 1.
- User Engagement Indicator
- 2.
- Creativity Indicator
- 3.
- Emotional and Social Indicator
4.2. Cohen’s d Effect Size and Multiple Comparison Correction
4.2.1. Cohen’s d Effect Size
- A.
- User Engagement Metrics:
- B.
- Creativity Metrics
- C.
- Emotional and Social Indicators
- D.
- Standard Questionnaire Scores (1–7 points)
4.2.2. Multiple Comparison Correction (FDR Method)
- A.
- Calibration Results of User Engagement
- B.
- FDR Correction Results of Creativity
- C.
- FDR Correction Results of Emotional and Social Indicators
- D.
- FDR Correction Results of Standard Questionnaire Score
4.3. Core Quantifiable Results Analysis
4.4. Results of Interview (Qualitative Indicators)
5. Discussions
Responds to Research Questions
6. Prospects
6.1. Expanding User Diversity
6.2. Needs for Personalized Experience
6.3. Extending Longitudinal Research
6.4. Future Development
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
AIGC | Artificial Intelligent Generated Content |
VR | Virtual Reality |
RQ | Research Question |
Appendix A
Consent Form Direction Experience|Usability Test Informed Consent |
Project Summary This project investigates the design and efficacy of the “Co-Relay” virtual reality (VR) card-based collaborative storytelling system. The system facilitates collaborative story creation for 2–4 players using interactive cards, VR environments, and social interaction mechanisms, aiming to boost user engagement, immersion, creativity, and the fulfilment of emotional and social needs. The study will compare the “Co-Relay” system with the web-based storytelling platform Story Fork to assess its advantages in collaborative narrative experiences. What will you have to do if you agree to take part? Upon agreeing to participate, you will be randomly assigned to either the experimental group, which uses the "Co-Relay" VR system, or the control group, utilizing the Story Fork web platform. Experimental group: Participants will use VR devices (Quest 3 or PICO 4) for collaborative storytelling with 1–3 others. Tasks involve selecting character cards, customizing avatars, collecting clue cards, discussing plots, and solving narrative puzzles, such as uncovering the mystery of Samuel Winchester’s death. The session will last about 35 min, followed by a post-experiment questionnaire and a brief interview. Control group: Participants will collaborate with 1–3 others on the Story Fork web platform, engaging in storytelling tasks such as narrative construction from provided clues through text editing and digital interaction. This session will last approximately 35 min, followed by a questionnaire and interview. The section overleaf is to be completed by participants To take part in this study, willing participants should read and complete the form below by ticking boxes next to statements with which they are in agreement. Withdrawal: Thank you for considering participating in our research study. Your voluntary involvement is essential to the success of our project. It is important for you to be aware of your rights regarding withdrawal from the study. Please carefully read the following guidelines: (a) Withdrawal Period Notification: Before agreeing to participate, you will be clearly informed of the withdrawal period, which spans up to two weeks prior to participation. This timeframe provides you with ample opportunity to make an informed decision about your involvement in the study. (b) Withdrawal Before Data Analysis: You have the right to withdraw at any time before the data analysis phase begins. This ensures that if you decide to withdraw, your data will not be included in any analyses. Your privacy and control over your data are of utmost importance to us. (c) Reminders During and After Exercises and Assessments: Throughout the study, including during and after exercises and assessments, the researcher will remind you of your right to withdraw. This serves as a continuous reminder of your freedom to make choices regarding your participation in the study. (d) Submission of Withdrawal Forms: If you decide to withdraw from the study, you will be provided with a withdrawal form. Please take the time you need to complete and return this form. The specified timeframe for submission is clearly outlined in the consent form. Communication Method: Official communications related to withdrawal, including reminders and withdrawal form submission, will be conducted via email. Please ensure that the email address provided is accurate and be attentive to official statements regarding the withdrawal process. Your decision to participate or withdraw is respected, and we appreciate your time and consideration. If you have any questions or concerns about the withdrawal process, please do not hesitate to contact the research team. Your privacy, rights, and comfort are our top priorities. Thank you for your understanding and cooperation. |
Appendix B
Appendix B.1. Technical Architecture Diagram or Description of Data Flow Between Modules
Appendix B.1.1. Application Interaction Layer
Appendix B.1.2. Narrative Engine Layer
Interaction for System Modules
Instructions on the Communication Protocol Between Unreal Engine and Llama Model
Data Synchronization Frequency
Card System Database Design
Appendix B.1.3. Collaboration Layer
Appendix B.2. Quantitative Indicators and Performance Data
Appendix B.3. Description of Interaction Design and User Interface Mechanisms
- -
- Controller mapping (e.g., using the trigger to grab cards and the joystick to adjust perspective);
- -
- Placement recognition rules (e.g., placing cards triggers combination logic).
Appendix B.4. Software and Hardware Platform Specifications
Appendix B.4.1. Hardware Parameters
Processor (CPU)
Memory (RAM)
Display Resolution
Appendix B.4.2. Development Environment Configuration
Appendix B.5. Data Management and Security Measures
- –
- Data storage strategy: Real-time collaboration data is stored locally and not uploaded to the cloud post-session.
- –
- Privacy protection measures: Anonymization of user identities and filtering of sensitive content.
- –
- Compliance description: Adherence to GDPR or Chinese university test data protection regulations.
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Descriptive Information | |
---|---|
Age | 18–35 |
Gender | 6 Males, 6 Females |
Years of Education | 9–25 years (M = 9.22, SD = 4.12) |
Occupation | Students, Creative Professionals, IT/Technology Professionals, Educators/Academics, Freelancers/Consultants |
Years of experience using virtual reality (VR) | 4–30 years (M = 5.20, SD = 3.67) |
Years of Interaction Platform Experience | 1–5 years (M = 3.01, SD = 2.53) |
Familiarity with Story Creation | 4 (Novice, <2 years), 4 (Intermediate, 2–5 years), 4 (Advanced, >5 years) |
Familiarity with Online Co-creation Platforms | 4 (Novice, <2 years), 4 (Intermediate, 2–5 years), 4 (Advanced, >5 years) |
Classification of Indicators | Specific Indicators | Measurement Method |
---|---|---|
User Engagement (Rick Busselle et al. (2009) the measurement methods of narrative engagement provided inspiration [28].) | User Active Hours (Single/Cumulative) | System log statistics in the backend, comparing the difference in hours of use between VR and Web |
Frequency of interaction (editing/commenting/collaborative operation) | Record the frequency of user operation per time (e.g., text editing, scene dragging and dropping, real-time comment response rate). | |
Content output (number of words/scenes/characters) | Quantify the output of story elements per time for a single person/team and compare the output efficiency of different platforms. | |
Creativity | Diversity of story elements (characters/plot branches/media) | NLP tools to analyze text uniqueness, count the number of plot branches |
Number of creative solutions | Design collaborative challenge tasks and record the number of innovative solutions produced by the team within the time limit. | |
Emotional and social | Number of nodes in the collaborative network and number of messages | delivered Mapping user interactions, counting the number of core participant connections and the speed of team consensus building |
Frequency of Sentiment Tagging and Positive Vocabulary Percentage | Counting the number of annotations through ‘emotion tags’, by analyzing the emotion vocabulary in the story content. | |
Standardized questionnaire tool (Likert scale rating) | Engagement: flow state perception Score | Score on a scale of 1–7, e.g., ‘the system keeps me focused’), combined with user interview recordings of ‘motivation to keep creating’ |
Immersion: virtual environment presence Score | Score on a scale of 1–7, e.g., ‘being in the story scene’), combined with user interview transcripts ‘auditory/visual’ | |
Creativity: Plot Originality and Cross-Media Integration Score | Score on a scale of 1–7, e.g., ‘I think the combination of the VR scene and the text inspired my idea’ Combine this with the transcripts of the user interviews. | |
Emotional: Emotional Resonance Score | Score on a scale of 1–7, e.g., ‘“new connections made” “sense of being recognized”’ Combined with transcripts of user interviews | |
Social: Team Creation Experience Narrative Scoring | Rated on a scale of 1–7, ‘combined with user interview transcripts | |
Objective statistical indicators | Demographic attributes | Percentage of age/gender/education (registration information or questionnaire collection) |
Classification of Indicators | Specific Indicators | Measurement Method |
---|---|---|
user engagement | Subjective Perception Interviews of Flow States | User Interview Transcript ‘Motivation for Continuous Creation’ |
immersion | Virtual Environment Presence Interview | Analyzing sensory details (visual/auditory associations) in user descriptions from interviews |
Creativity | Plot originality | Analysis of the interviews included ‘Breaking out of trope-based narratives’ and ‘The subtlety of combining VR scenes with text’ |
Emotional and Social | Teamwork identity and emotional resonance | Analyzing ‘new connection making’ and ‘sense of recognition’ in interviews, and collecting cases of emotional resonance of the episode in interviews |
Open Feedback and Creative Experience Narratives | Analyze interviews describing ‘most impressive collaboration scenarios’ and analyze responses for social interaction keywords (e.g., ‘collaboration’ ‘empathy’) |
Specific Indicators | Control Group (M ± SD) | Experimental Group (M ± SD) | t-Value | p-Value | Significance |
---|---|---|---|---|---|
Single active minutes | 19.3 ± 4.1 | 35.7 ± 6.8 | 9.23 | <0.001 | Highly significant difference |
Cumulative active duration (min) | 102.3 ± 18.5 | 135.6 ± 22.4 | 5.13 | <0.001 | Highly significant difference |
Frequency of interactions (times) | 12.6 ± 3.1 (editing)/8.7 ± 2.5 (commenting) | 18.2 ± 4.3 (editing)/11.5 ± 3.2 (commenting) | 4.73 | <0.001 | Highly significant difference |
3.08 | 0.004 | Significant difference | |||
Amount of content output (story elements) | 23.5 ± 5.7 (words)/4.2 ± 1.1 (scenes) | 31.8 ± 6.9 (words)/5.8 ± 1.4 (scenes) | 4.15 | <0.001 | Highly significant difference |
4.02 | <0.001 |
Specific Indicators | Control Group (M ± SD) | Experimental Group (M ± SD) | t-Value | p-Value | Significance |
---|---|---|---|---|---|
Diversity of story elements | 3.8 ± 1.5 (characters)/2.5 ± 0.7 (plot branches) | 4.2 ± 1.6 (characters)/2.8 ± 1.1 (plot branches) | 0.89 (characters) | >0.05 | No significant difference |
0.31 (plot branch) | >0.05 | No significant difference | |||
Number of creative solutions | 4.7 ± 1.3 | 5.8 ± 1.7 | 2.17 | <0.05 | Significant difference |
Specific Indicators | Control Group (M ± SD) | Experimental Group (M ± SD) | t-Value | p-Value | Significance |
---|---|---|---|---|---|
Number of collaborative network nodes | 5.6 ± 1.5 | 7.8 ± 1.9 | 4.45 | <0.001 | Highly significant difference |
Percentage of emotional vocabulary (%) | 35.0 ± 7.5 | 40.0 ± 8.0 | 2.24 | <0.05 | Significantly higher |
Classification of Indicators | Specific Indicators | Control Group (M ± SD) | Experimental Group (M ± SD) | t-Value | p-Value | Significance |
---|---|---|---|---|---|---|
Story writes | Mean Score | 5.45 ± 0.31 | 6.08 ± 0.14 | 1.85 | ≈0.07 | No significant difference |
Attentional Focus | Narrative Engagement | 2.17 ± 0.23 | 4.51 ± 0.29 | 6.32 | <0.001 | Highly significant difference |
Narrative Presence | Environment Presence | 3.39 ± 0.22 | 6.10 ± 0.21 | 8.92 | <0.001 | Highly significant difference |
Empathy | Emotional resonance | 2.9 ± 0.8 | 5.3 ± 1.0 | 1.87 | ≈0.07 | No significant difference |
Flow | Flow State Perception | 2.3 ± 1.2 | 5.8 ± 1.1 | 2.15 | <0.05 | Significant difference |
Innovation | Plot Originality Score | 3.1 ± 1.0 | 5.7 ± 1.2 | 1.66 | ≈0.10 | No significant difference |
SUS Score | System Availability | 57.82 ± 1.80 | 81.74 ± 5.42 | 4.19 | <0.001 | Highly significant difference |
NASA-TLX | Cognitive load | 77.43 ± 1.85 | 50.97 ± 2.44 | 8.64 | <0.001 | Highly significant difference |
Teamwork | Collaboration level | 3.50 ± 0.32 | 5.67 ± 0.68 | 2.89 | <0.01 | Significantly higher |
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Share and Cite
Yu, Y.; Phillips, M.; Corino, G. “It Felt Like Solving a Mystery Together”: Exploring Virtual Reality Card-Based Interaction and Story Co-Creation Collaborative System Design. Appl. Sci. 2025, 15, 8046. https://doi.org/10.3390/app15148046
Yu Y, Phillips M, Corino G. “It Felt Like Solving a Mystery Together”: Exploring Virtual Reality Card-Based Interaction and Story Co-Creation Collaborative System Design. Applied Sciences. 2025; 15(14):8046. https://doi.org/10.3390/app15148046
Chicago/Turabian StyleYu, Yaojiong, Mike Phillips, and Gianni Corino. 2025. "“It Felt Like Solving a Mystery Together”: Exploring Virtual Reality Card-Based Interaction and Story Co-Creation Collaborative System Design" Applied Sciences 15, no. 14: 8046. https://doi.org/10.3390/app15148046
APA StyleYu, Y., Phillips, M., & Corino, G. (2025). “It Felt Like Solving a Mystery Together”: Exploring Virtual Reality Card-Based Interaction and Story Co-Creation Collaborative System Design. Applied Sciences, 15(14), 8046. https://doi.org/10.3390/app15148046