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Thesis . 2026
License: CC BY
Data sources: Datacite
ZENODO
Thesis . 2026
License: CC BY
Data sources: Datacite
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Comparative Analysis of Sensory Engagement, User Control, and Comfort in Virtual Reality and non-Virtual Reality Games

Authors: Rahman, Mesbah Ur;

Comparative Analysis of Sensory Engagement, User Control, and Comfort in Virtual Reality and non-Virtual Reality Games

Abstract

Abstract Virtual Reality (VR) is rapidly growing as a major gaming platform. Prior comparative research on VR and traditional gaming has utilized mostly quantitative methods to investigate how VR differs from traditional screen-based gaming. Studies have shown that VR produces higher levels of presence than traditional gaming, but this does not always result in a positive player experience. Therefore, this study will seek to find why these events occur instead of stating that one platform is better than the other.The study was conducted with a custom stealth-traversal game prototype, "Ascend," with identical game content across both platforms. Each participant played both versions in a balanced play order and completed a semi-structured interview to share their experience. All of the participant interviews were transcribed and then analyzed using reflexive thematic analysis by Braun and Clarke (2006). All participants reported higher levels of presence when playing the VR version. Nine of the ten participants preferred the VR version, even though all participants felt that it was less comfortable than the other platform. Three key theoretical contributions resulted from the findings of this dissertation. First, a comfort-enjoyment dissociation was found where participants preferred VR, even though they recognized its limitations in terms of comfort. Second, VR was able to transform simple routine actions into engaging experiences by providing the means of physically performing an action over abstract controls. Third, the distinction between individual interaction excellence and system coherence was evident through the words of a participant who stated every VR interaction to be better, but still preferred the other version because of locomotion issues. Limitations include a small sample size of 10 participants, focus on a single genre of video game, and session duration on each platform ranging from 15 to 40 minutes.Despite limitations, the results of this study show the value of qualitative methods to identify experiential patterns that may go unnoticed by standardized quantitative measures.

Related Organizations
Keywords

VR, Player Experience, HCI, Game Design, Thematic Analysis, Unreal Engine, Virtual Reality, Stealth-Traversal Game, Qualitative Research

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selected citations
These citations are derived from selected sources.
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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