Abstract

The experience of using an educational application, concerning a major depressive disorder simulation, could be anything but pleasant, so the challenges of creating such an application are ample. In this research, the effects of the emotional experience of the players, deriving from the positive ending of the virtual reality (VR) simulation’s embedded narrative or the lack of it, are evaluated. Alongside the investigation of a possible link between the emotional impact of the simulation and information retention, the overall effect of the application in relation to VR presence and body ownership is appraised. Thirty participants over 18 years old tested the application, using an Oculus Rift head-mounted display with a joystick, and their data were recorded by a pre- and a post-questionnaire. The 30 participants have been separated into groups of 15, where the positive ending was accessible to only one of the two groups. The group which experienced the positive ending reported a significant correlation of emotional impact and knowledge retention.

Highlights

  • The present paper focuses on the fields of virtual reality (VR), affective states, and game design

  • Eight males and seven females participated in the experimental group, while seven males and eight females participated in the control group

  • The fact that most of the participants were already informed about major depressive disorder (MDD) interfered to a degree with investigating the link between motivational intensity and knowledge retention

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Summary

Introduction

The present paper focuses on the fields of virtual reality (VR), affective states, and game design. Computer simulations of real-life situations in combination with gamification elements have an increasingly critical role in many areas of science, engineering, and education (Schultheis and Rizzo 2001; Marsh et al 2010). This paper attempts to evaluate some qualities of the simulated experience through two different versions of a VR simulation. The difference between the two versions lies in the presence or absence of one extra scene, serving as a hopeful conclusion (positive ending) after experiencing a simulated representation of depression and major depressive disorder (MDD). The simulation encompasses many variables, which are determinant for the user’s feeling of contentment toward the overall VR experience and the functionality of the application.

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