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dc.contributor.authorirshad, shafaq
dc.contributor.authorPerkis, Andrew
dc.contributor.authorAzam, Waleed
dc.date.accessioned2022-10-17T11:21:33Z
dc.date.available2022-10-17T11:21:33Z
dc.date.created2021-09-15T10:37:42Z
dc.date.issued2021
dc.identifier.citationApplied Sciences. 2021, 11 (17), .en_US
dc.identifier.issn2076-3417
dc.identifier.urihttps://hdl.handle.net/11250/3026374
dc.description.abstractExtended reality (XR) technologies such as virtual reality (VR) provide a promising alternative for training users through serious games (SGs). VR SGs allow people to train in emergency scenarios and improve their likelihood of survival in high-risk situations. Studies have shown that incorporating design elements such as wayfinding cues enhances the spatial knowledge of users in VR. However, the impact of these wayfinding cues on users’ psychological and psychometric behaviors needs thorough investigation. An SG was designed to investigate wayfinding cues’ psychological and psychometric effects on user-perceived experiences in an immersive VR environment. Thirty-nine participants experienced three variants of the VR SG using Oculus Rift- S. Participants in the control condition were exposed to the VR with no wayfinding cues, and the experimental groups were exposed to VR with static and dynamic wayfinding cues. Results showed that VR SG with wayfinding cues induced less tension, challenge, and negative affects in users’ overall perceived experience. Similarly higher positive affects were observed for the experimental groups with wayfinding cues. It was interesting to observe that there were no significant effects of wayfinding on competence, flow, and immersion; however, heart rate was significantly high in the control group. These findings suggest that wayfinding cues can promote the users perceived quality of experience in the VRen_US
dc.language.isoengen_US
dc.publisherMDPIen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleWayfinding in virtual reality serious game: An exploratory study in the context of user perceived experiencesen_US
dc.title.alternativeWayfinding in virtual reality serious game: An exploratory study in the context of user perceived experiencesen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.source.pagenumber18en_US
dc.source.volume11en_US
dc.source.journalApplied Sciencesen_US
dc.source.issue17en_US
dc.identifier.doi10.3390/app11177822
dc.identifier.cristin1934442
dc.description.localcodeThis is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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Navngivelse 4.0 Internasjonal
Except where otherwise noted, this item's license is described as Navngivelse 4.0 Internasjonal