
users’ enjoyment and motivation, they seemed to de-
tract somewhat from pragmatic qualities, potentially
distracting players from the core task of skill acqui-
sition. These results could be attributed to increased
cognitive load or interruptions caused by storytelling
elements as well as other influencing factors. How-
ever, further research would be needed to clarify these
assumptions.
These results suggest that storytelling, while not
directly optimizing short-term skill progress, may
play a critical role in maintaining long-term motiva-
tion and engagement, ultimately supporting continu-
ous improvement. However, these conclusions should
be interpreted with caution due to the limited sample
size of this study.
Future research should examine these effects in
a larger and more diverse population, including
younger audiences who may benefit more from narra-
tive designs and older adults for whom non-narrative
formats may be more effective. Expanding this re-
search will provide deeper insights into the interplay
of storytelling, motivation and skill development in
music training through VR technology.
ACKNOWLEDGEMENTS
The results of the research were produced as part of
the research project ”TeachXR - Use of Extended Re-
ality in Education” under contract C4350-24-927003.
The investment is part of the measures of the Slove-
nian Recovery and Resilience Plan, funded by the Re-
covery and Resilience Facility.
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