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VR vs. regular games : engagement testing

Authors: Raassina, Leevi;

VR vs. regular games : engagement testing

Abstract

VR technology is becoming more common every year and is used for many things, such as entertainment and education. Due to the popularity of VR technology, VR games are also expected to see an increase in player numbers over the next years. In this work, the engagement between PC and VR games was investigated. The study was carried out on a group of test subjects. Half of them did the test by playing the PC version, and the other half by playing the VR version. After the test, they completed a questionnaire, the results of which were compared with previous studies. The results showed that both in this study and in previous studies, subjects experienced loss of sense of time and forgot external stimuli when playing the VR version. The results suggest that is easier to enter the flow state in the VR version than in the PC version.

VR-teknologia yleistyy vuosi vuodelta, ja sitä käytetään moniin asioihin kuten viihteen kuluttamiseen ja koulutukseen. Teknologian yleistymisen odotetaan lisäävän VR-pelien suosiota seuraavien vuosien aikana. Tässä työssä tutkittiin mukaansa tempautuvuutta PC- ja VR-pelien välillä. Tutkimus toteutettiin koehenkilöryhmälle. Puolet heistä teki testin pelaamalla PC-versiota, ja toinen puolisko pelaamalla VR-versiota. Testin jälkeen koehenkilöt täyttivät kyselyn, jonka tuloksia verrattiin aiempiin tutkimuksiin. Tuloksista kävi ilmi, että niin tässä työssä tehdyssä tutkimuksessa, kuin aiemmissa tutkimuksissa koehenkilöt kokivat ajantajunnan menettämistä sekä ulkoisten ärsykkeiden unohtamista VR-versiota pelatessa. Tuloksien perusteella vaikuttaa siltä, että flow-tilaan on helpompi päästä VR-versioissa kuin PC-versiossa.

Country
Finland
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Keywords

immersion, VR, fi=School of Engineering Science, Tietotekniikka|en=School of Engineering Science, Computer Science|, immersio, Superhot, fi=Opinnäytetyöni ei liity strategiaan|en=My thesis is not related to the strategy|, mukaansatempaavuus, virtual reality, engagement, gameflow, virtuaalitodellisuus

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citations
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
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