Abstract

This study investigated psychological responses to playing videogames using a virtual reality (VR) head-mounted display (HMD). We also investigated how cybersickness impacts the sense of presence one feels in the virtual environment, as well as how cybersickness affects enjoyment. Participants played randomly assigned VR games that varied in the level of sensory conflict they provided: "Lucky's Tale," "Elite: Dangerous," and "Minecraft." Results were compared based on two headset conditions-the Oculus DK2 and the recently released Oculus Rift Consumer Version (CV1). Cybersickness was not reduced by playing games with a VR HMD of higher technological quality-the Oculus Rift CV1. Furthermore, cybersickness responses were significantly different based on the level of sensory conflict in the games. Games with less sensory conflict, such as third-person platformer games, or space and flight simulator games, produce less cybersickness in players than first-person games. Enjoyment of VR games was shown to be directly influenced by a sense of spatial presence, which was affected by interactivity and realism. Findings suggest that the variables that are important to the enjoyment of console, mobile, or motion-based games are consistently important to enjoyment of VR games. Better technology does not affect the frequency or severity of cybersickness for players; but sensory conflict has a significant impact on how sick users become. Additionally, we present a model that indicates how enjoyment is produced in VR gaming experiences. These findings bear further investigation as new methods of interacting with VR games are developed.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call