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Open AccessArticle
Comparing User Experiences of Teleportation, Slide-Walk, and Walk-in-Place Locomotion Across Two Virtual Reality Games
by
Shane L. Rogers
Shane L. Rogers 1,*
,
Brett Ryder
Brett Ryder 1 and
Stephen Palmisano
Stephen Palmisano 2
1
School of Arts and Humanities (Psychology), Edith Cowan University, Joondalup, WA 6027, Australia
2
School of Psychology, University of Wollongong, Wollongong, NSW 2522, Australia
*
Author to whom correspondence should be addressed.
Submission received: 25 June 2026
/
Revised: 6 August 2026
/
Accepted: 21 August 2026
/
Published: 25 August 2026
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The findings may assist VR developers in selecting locomotion methods that balance usability, comfort, and immersion. Results suggest that the suitability of the locomotion modes implemented on the Kat Walk Mini S depends on the behavioural demands of the application rather than on the locomotion method alone.
Abstract
Virtual reality (VR) locomotion methods differ substantially in their implications for usability, presence, and comfort. Although previous research has compared a range of locomotion techniques, relatively little attention has been given to whether locomotion experiences generalise across different VR experiences. The present study compared user experiences of three locomotion methods (teleportation, slide-walk, and walk-in-place) across two VR applications (Nature Treks VR, an exploration-focused environment, and Ancient Dungeon VR, an action-oriented game). Sixty-three participants were recruited, with analyses based on the forty-five participants who completed all study conditions. During each 10-min condition (comprising a 2-min familiarisation period followed by an 8-min experiential exposure) participants either stood or walked on a Kat Walk Mini S omnidirectional treadmill (ODT) system. Directly afterwards, they completed measures of usability, presence, and cybersickness. Participants also indicated their preferred method for each game and provided qualitative explanations for their rankings. Teleportation and slide-walk were both rated as being more usable than walk-in-place. Teleportation was also associated with the lowest levels of nausea and oculomotor discomfort. In contrast, walk-in-place as implemented on the Kat Walk Mini S was associated with the highest levels (of nausea and oculomotor discomfort) in both games. While teleportation was strongly preferred for Nature Treks VR, slide-walk was preferred for immersion in Ancient Dungeon VR. These findings suggest that locomotion methods should not be evaluated independently of the VR contexts in which they are used. Although teleportation is an effective general-purpose locomotion method, slide-walking can enhance VR experiences that emphasise continuous interaction and navigation.
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MDPI and ACS Style
Rogers, S.L.; Ryder, B.; Palmisano, S.
Comparing User Experiences of Teleportation, Slide-Walk, and Walk-in-Place Locomotion Across Two Virtual Reality Games. Appl. Sci. 2026, 16, 8472.
https://doi.org/10.3390/app16178472
AMA Style
Rogers SL, Ryder B, Palmisano S.
Comparing User Experiences of Teleportation, Slide-Walk, and Walk-in-Place Locomotion Across Two Virtual Reality Games. Applied Sciences. 2026; 16(17):8472.
https://doi.org/10.3390/app16178472
Chicago/Turabian Style
Rogers, Shane L., Brett Ryder, and Stephen Palmisano.
2026. "Comparing User Experiences of Teleportation, Slide-Walk, and Walk-in-Place Locomotion Across Two Virtual Reality Games" Applied Sciences 16, no. 17: 8472.
https://doi.org/10.3390/app16178472
APA Style
Rogers, S. L., Ryder, B., & Palmisano, S.
(2026). Comparing User Experiences of Teleportation, Slide-Walk, and Walk-in-Place Locomotion Across Two Virtual Reality Games. Applied Sciences, 16(17), 8472.
https://doi.org/10.3390/app16178472
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