Evaluating the Usability and Engagement of a Gamified, Desktop, Virtual Art Appreciation Module
Abstract
:1. Introduction
2. Literature Review
2.1. The Categories of VR
2.2. Gamification Approach
2.3. Immersion
2.4. Self-Determination Theory
2.5. Flow Theory
2.6. Usability
3. Materials and Methods
3.1. The GDVR Art Appreciation Learning Module
3.2. Flowchart
3.3. Research Design
3.4. Research Participants
3.5. Research Instruments
3.6. Data Collection Procedure
3.7. Data Analysis
4. Results
4.1. Findings from Focus Group Interviews
4.1.1. Technology
G6-P1: In the first level, when climbing the stairs, sometimes you get stuck, and it feels like there’s a wall of air in the way.
G2-P2: It’s at that stairway, the part where you go to watch the video. It suddenly gets stuck. G2-P4: You can just jump.
G5-P2: I’m a little bit dizzy, just a little bit 3D dizzy.
4.1.2. Usability
G4-P3: It’s so easy to do, it’s a no-brainer.
G3-P2: The operation is very simple. As long as you have played a game before, you know how to operate it.
G2-P2: I think the sensitivity is a bit high. Sometimes the viewpoint turns suddenly.
G6-P3: Maybe because it’s too sensitive, it slides around. It kind of feels like going in circles.
G8-P4: You just need to follow the NPC. Wherever the NPC goes, you go directly to him along the line.
G4-P1: We can find our own way and we know what to do next because there are hints in the game that tell us where to go, and we just follow them.
G4-P4: I’m not going to get lost, but I suggest adding a small map in the top right corner, like on the Netflix platform.
G1-P2: I suggest adding an indicator arrow that points to the location of the object. This would make it clearer and easier for us to find things.
G3-P2: When you move the ceramic, I don’t know if it’s my manipulation or something else, but it moves in the opposite direction. It makes me feel a little sick.
G7-P4: I have a problem with the rotation. That’s the one thing I don’t understand. It’s the wheel in the middle of the mouse—whether it will zoom in or out.
G7-P3: The simulation here is like… It’s like a game from Shake Shack. It’s like the real world. It’s realistic.
G2-P3: I think the objects there are very realistic. Sometimes I go too fast and hit an NPC, and I get bounced back.
G2-P2: It’s quite realistic. The stairs are realistic, and the artworks on the wall are realistic.
G7-P4: This is a good feature. The zoom function enables us to see things in greater detail, while rotation allows us to view different angles and discover finer details.
G6-P2: It is clearer than those art textbooks.
G6-P4: That ceramic is three-dimensional and showcases its style in a very unique way.
G1-P3: I feel like I am just playing and got completely absorbed in it, without thinking about anything else. I only realise when you said it is over in five minutes, so I quickly pick up the pace.
G3-P1: When you are really engaged, you become eager to find out the answer, and then you concentrate so hard that you forget about time—then suddenly, it’s over, just like now.
G5-P3: The game is too short. I didn’t get to play enough. I think I would have been more immersed if it had lasted longer.
G8-P3: Since there are only two levels, I think adding more levels could enhance the sense of immersion.
G1-P4: It creates a sense of immersion that allows us to fully engage with the context. It is not as mechanical as a textbook and helps us develop a deeper understanding.
G2-P3: Compared to textbooks, this game is far more realistic. When you see artworks through VR, they come to life before your eyes.
4.1.3. Pedagogy
G1-P3: It changes the old, monotonous way of learning and makes it much more enjoyable.
G4-P4: This kind of learning through play is like acquiring knowledge while having fun, so it is very interesting. If you are just looking at the artwork, you might get bored. But this is different—it is interactive and engaging.
G1-P2: This may be immersive, and books can be dull, but the content in books is still there. If you do not play the game, you might forget that knowledge.
G5-P2: The desire to win, you must win, you cannot lose any health points. If you lose too many, you have to start again.
G8-P5: I just feel more nervous about making the wrong choice. If I make a mistake, I lose points, and then it’s over.
G2-P1: The ceramic looks three-dimensional, it’s fun, and you can rotate it.
G1-P5: The hint shows us where we went wrong and explains the correct answer. It’s quite useful.
G1-P2: It gives you the feeling of Yellowknife (a game), where if you make a wrong choice, it immediately helps you correct the mistake. Then, when you face the problem again in the future, you won’t get it wrong.
G3-P4: I think it will make me more interested compared to my previous studies. because I’ll know right away if I’m doing something wrong. It keeps me interested and motivated.
G3-P3: I used to feel that art was distant from my everyday life, and learning it on my own was quite dull. However, in a game, as he said, it naturally instils knowledge in me, making it easier to understand.
G3-P2: This game is excellent. It makes it easy to grasp the key points of triangle composition, much better than learning from books.
4.2. Findings from Screen Observation
At 5:14, when P2 interacts with the artwork at layer 1, the exit button in the upper right corner is delayed, as shown in Figure 7. According to the on-screen observations, there was a delay of about 2 to 3 s when the student tried to close the appreciation interface through the exit button in the upper right corner.
P8 and P12 encountered collision problems at 7:01 and 4:50 respectively at the stairs in level 1. As shown in Figure 8. Specifically, according to the screen, when they follow the expected path up the stairs, they get stuck for a moment at the end of the staircase, and they have to adjust their position to align correctly with the surface of the staircase.
A backtracking operation was observed at 7:08. After viewing the artwork, participant P6 did not interact with NPC (non-player characters) as expected. Instead, he chose to continue watching the video upstairs, seemingly bypassing the scheduled interaction steps. This deviation from the intended navigation indicates that he may have misunderstood the flow of the module or be more inclined to access something before completing the assigned task. After watching the video, P6 returned to its original position and successfully completed its interaction with the NPC. This backtracking behavior is highlighted in Figure 9.
At 6:39, participant P35 showed signs of confusion as they were unsure whether to answer the question or open the door next. The uncertainty caused him to pause for seven seconds before making a decision. This confusion may stem from a lack of clear guidance about the sequence of actions, or from vagueness in the visual or auditory cues of the modules. As shown in Figure 10.
4.3. The Statistical Performance of the GDVR System
5. Discussion
5.1. Research Contributions
5.2. Limitations of the Study
5.3. Future Research
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
VR | virtual reality |
GDVR | gamified desktop virtual reality |
Appendix A
- Did the module crash, die or have any technical problems while you were using it?
- Did you experience any physical discomfort (e.g., eye strain, motion sickness) while using the module?
- Is the module easy to use?
- Is the audio and video provided by the module clear?
- Is it easy to navigate in the virtual environment? Can you get lost or not find what you need in it?
- Can artwork and related information be easily accessed in the module?
- How well do you think the scenes simulate the real world? Do you feel that the scenes in the module simulate the real world?
- Did the gamification elements in the module motivate you to engage with the art appreciation content?
- How did you feel when you received feedback in the module?
- How does this module compare to appreciating artworks with textbooks or videos?
- During your use of the module, did you lose track of time or become completely immersed in the experience?
- Do you have any suggestions for improving the module?
Appendix B
- -
- System crashes or freezes.
- -
- Button delays during interactions.
- -
- Difficulty in selecting items.
- -
- Multiclick.
- -
- System response time.
- -
- Error messages or unexpected behavior.
- -
- Smooth transitions between scenes or locations.
- -
- Instances of backtracking or getting lost.
- -
- Number of navigation errors.
- -
- Instances of students stopping due to confusion.
- -
- Ability to click on artwork or play embedded videos.
- -
- Success in rotating and zooming in on sculptures or objects.
- -
- Responsiveness of controls.
- -
- Frequency of failed clicks or incorrect inputs.
- -
- Time taken to perform specific interactions (e.g., zoom or rotate).
- -
- Observed precision in interaction.
- -
- Completion of all assigned activities within the module.
- -
- Observed reasons for task incompletion (e.g., confusion, technical issues).
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Item | Category | Category | Percentage |
---|---|---|---|
Gender | Male Female | 21 19 | 52.5% 47.5% |
Grade | 7 Grade 8 Grade | 20 20 | 50% 50% |
Interest in art | High Medium Low | 15 15 10 | 37.5% 37.5% 25% |
Proficiency in VR technology | High Medium Low | 15 10 15 | 37.5% 25% 37.5% |
Theme | Sub-Themes |
---|---|
Technology | Technical performance |
Physical comfort | |
Usability | Navigation |
Interaction | |
Degree of simulation of reality | |
Presence | |
Pedagogy | Engagement and enjoyment |
Gamification elements increase stickiness | |
Learning and understanding |
Sub-Theme | Specific Feedback | Frequency (n = 40) | Percentage (%) |
---|---|---|---|
Technical Performance Grade | Module ran smoothly and without lag | 39 | 97.5% |
Minor lag/collision issues encountered | 7 | 17.5% | |
Physical Comfort Proficiency in VR technology | No physical discomfort experienced | 39 | 97.5% |
Mild 3D-related dizziness reported | 1 | 2.5% |
Sub-Theme | Specific Feedback | Frequency (n = 40) | Percentage (%) |
---|---|---|---|
Navigation | Students found the navigation intuitive and easy to control | 40 | 100% |
Reported high sensitivity; suggested smoother control | 2 | 5% | |
Students understood what to do due to NPC hints and visual cues | 38 | 95% | |
Proposed adding mini-maps, arrows, or clearer indicators | 4 | 10% | |
Interaction | Found it easy to manipulate and rotate/magnify objects | 38 | 95% |
Reported confusion with direction and scroll behavior during rotation | 2 | 5% | |
Degree of simulation of reality | Praised realistic modeling, textures, and lighting | 26 | 65% |
Presence | Felt immersed and unaware of time passing | 33 | 82.5% |
Wanted longer duration or more levels | 4 | 10% | |
Found the module more engaging and realistic than traditional textbooks | 10 | 25% |
Sub-Theme | Specific Feedback | Frequency (n = 40) | Percentage (%) |
---|---|---|---|
Engagement and enjoyment | GDVR is more engaging than textbooks | 37 | 92.5% |
Gamification elements increase stickiness | Competition enhances engagement | 18 | 45% |
Interactive viewing increases interest | 12 | 30% | |
Timely feedback enhances engagement | 29 | 73.5% | |
Learning and understanding | Improved understanding and retention | 38 | 95% |
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Li, S.; Mohamad Nasri, N.; Norman, H. Evaluating the Usability and Engagement of a Gamified, Desktop, Virtual Art Appreciation Module. Multimodal Technol. Interact. 2025, 9, 53. https://doi.org/10.3390/mti9060053
Li S, Mohamad Nasri N, Norman H. Evaluating the Usability and Engagement of a Gamified, Desktop, Virtual Art Appreciation Module. Multimodal Technologies and Interaction. 2025; 9(6):53. https://doi.org/10.3390/mti9060053
Chicago/Turabian StyleLi, Sitong, Nurfaradilla Mohamad Nasri, and Helmi Norman. 2025. "Evaluating the Usability and Engagement of a Gamified, Desktop, Virtual Art Appreciation Module" Multimodal Technologies and Interaction 9, no. 6: 53. https://doi.org/10.3390/mti9060053
APA StyleLi, S., Mohamad Nasri, N., & Norman, H. (2025). Evaluating the Usability and Engagement of a Gamified, Desktop, Virtual Art Appreciation Module. Multimodal Technologies and Interaction, 9(6), 53. https://doi.org/10.3390/mti9060053