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[journal article]

dc.contributor.authorWehden, Lars-Olede
dc.contributor.authorReer, Felixde
dc.contributor.authorJanzik, Robinde
dc.contributor.authorTang, Wai Yende
dc.contributor.authorQuandt, Thorstende
dc.date.accessioned2022-03-17T10:51:56Z
dc.date.available2022-03-17T10:51:56Z
dc.date.issued2021de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/78087
dc.description.abstractResearchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movements of the avatar in the virtual world can also lead to unpleasant feelings when using VR technology - often referred to as cybersickness. One solution to this problem may be the implementation of novel passive repositioning systems (also called omnidirectional treadmills) that are designed to allow a continuous, more natural form of locomotion in VR. In the current study, we investigate how VR technology and the use of an omnidirectional treadmill influence the gaming experience. Traditional desktop gaming, VR gaming, and omnidirectional treadmill gaming are compared in a one-factorial experimental design (N = 203). As expected, we found that VR gaming on the one hand leads to higher levels of flow, presence, and enjoyment, but at the same time also is accompanied by higher levels of cybersickness than traditional desktop gaming. The use of the omnidirectional treadmill did not significantly improve the gaming experience and also did not reduce cybersickness. However, this more physically demanding form of locomotion may make omnidirectional treadmills interesting for exergame designers.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.othercybersickness; digital games; experimental research; gaming experience; locomotion; omnidirectional treadmill; passive repositioning systems; virtual realityde
dc.titleThe Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experiencede
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/3170de
dc.source.journalMedia and Communication
dc.source.volume9de
dc.publisher.countryPRTde
dc.source.issue1de
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo5-16de
internal.identifier.classoz1080404
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
dc.source.issuetopicGames and Communication - Quo Vadis?de
dc.identifier.doihttps://doi.org/10.17645/mac.v9i1.3170de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/3170
ssoar.urn.registrationfalsede


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