TY - GEN
T1 - How immersion, presence, emotion, & workload differ in virtual reality and traditional game mediums
AU - Lum, Heather C.
AU - Greatbatch, Richard
AU - Waldfogle, Grace
AU - Benedict, Jacob
PY - 2018/1/1
Y1 - 2018/1/1
N2 - The gaming experience is a critical component in the development and evolution of games. This study aims to assess the differences between virtual reality and a more traditional gaming experience in levels of emotion, immersion, and presence. We know that virtual reality is changing the way that people play games, but the extent to which virtual reality creates a more immersive and more present environment is still largely debated. Most of us can feel a difference but where does it lie? Similarly, if we are indeed more immersed and present, does that impact our perceived workload and how we feel about the task? These questions are examined in more detail in this paper. Results of this study may help give statistical support to various factors mat are related to the virtual reality experience. These findings may extrapolate to a larger context for training simulations for military applications as well as consumer domains.
AB - The gaming experience is a critical component in the development and evolution of games. This study aims to assess the differences between virtual reality and a more traditional gaming experience in levels of emotion, immersion, and presence. We know that virtual reality is changing the way that people play games, but the extent to which virtual reality creates a more immersive and more present environment is still largely debated. Most of us can feel a difference but where does it lie? Similarly, if we are indeed more immersed and present, does that impact our perceived workload and how we feel about the task? These questions are examined in more detail in this paper. Results of this study may help give statistical support to various factors mat are related to the virtual reality experience. These findings may extrapolate to a larger context for training simulations for military applications as well as consumer domains.
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M3 - Conference contribution
AN - SCOPUS:85068224266
T3 - Proceedings of the Human Factors and Ergonomics Society
SP - 1474
EP - 1478
BT - 62nd Human Factors and Ergonomics Society Annual Meeting, HFES 2018
PB - Human Factors and Ergonomics Society Inc.
T2 - 62nd Human Factors and Ergonomics Society Annual Meeting, HFES 2018
Y2 - 1 October 2018 through 5 October 2018
ER -