This study investigates the impact of different interaction modalities on presence and enjoyment in VR serious games, focusing on two versions of a game designed to teach routing and network concepts. One version employs a catch and throw (CT) interaction, while the other uses a walk and place (WP) interaction. Conducted as a between-subject design field study with secondary school students, both versions achieved similar levels of presence and enjoyment among participants, with no significant differences. Nevertheless, a sensitivity analysis of the results indicates that the type of interaction has a minimal impact on the target variables of enjoyment and presence in the study, which are crucial for VR serious games.

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Comparing Interaction Modalities in VR Serious Games: A Study on Presence and Enjoyment

  • David Baberowski,
  • Thiemo Leonhardt,
  • Josef Buchner,
  • Nadine Bergner

摘要

This study investigates the impact of different interaction modalities on presence and enjoyment in VR serious games, focusing on two versions of a game designed to teach routing and network concepts. One version employs a catch and throw (CT) interaction, while the other uses a walk and place (WP) interaction. Conducted as a between-subject design field study with secondary school students, both versions achieved similar levels of presence and enjoyment among participants, with no significant differences. Nevertheless, a sensitivity analysis of the results indicates that the type of interaction has a minimal impact on the target variables of enjoyment and presence in the study, which are crucial for VR serious games.