Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game
Brian An, Forrest Matteo, Matt Epstein, Donald E. Brown
2018
Abstract
The recent popularization and affordability of Head Mounted Display (HMD) Virtual Reality (VR) systems such as the Oculus Rift has accelerated the expansion of the application of these devices beyond entertainment. One of the targeted areas of expansion is in social interaction serious games where it has been often hypothesized that the immersion of HMD VR would increase the learning effectiveness of these systems. Despite this growth, few studies in the literature examine the effectiveness of these types of games in HMD VR as compared to more traditional desktop systems. This study evaluates the performance difference between a traditional desktop version and an HMD VR version of a cultural serious game designed to teach U.S. Army soldiers how to communicate competently with Chinese soldiers in a joint humanitarian mission. The study found no performance difference between participants who played the desktop or the HMD VR version of the game. The study did find a strong positive interaction correlation between gender and participants who played the HMD VR version of the game. These findings motivate further research into why this correlation exists and if, through game design, can also be instilled in female participants.
DownloadPaper Citation
in Harvard Style
An B., Matteo F., Epstein M. and Brown D. (2018). Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game.In Proceedings of the 2nd International Conference on Computer-Human Interaction Research and Applications - Volume 1: CHIRA, ISBN 978-989-758-328-5, pages 54-61. DOI: 10.5220/0006922800540061
in Bibtex Style
@conference{chira18,
author={Brian An and Forrest Matteo and Matt Epstein and Donald E. Brown},
title={Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game},
booktitle={Proceedings of the 2nd International Conference on Computer-Human Interaction Research and Applications - Volume 1: CHIRA,},
year={2018},
pages={54-61},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006922800540061},
isbn={978-989-758-328-5},
}
in EndNote Style
TY - CONF
JO - Proceedings of the 2nd International Conference on Computer-Human Interaction Research and Applications - Volume 1: CHIRA,
TI - Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game
SN - 978-989-758-328-5
AU - An B.
AU - Matteo F.
AU - Epstein M.
AU - Brown D.
PY - 2018
SP - 54
EP - 61
DO - 10.5220/0006922800540061