Storytelling in Gamified Rhythmic Training
Matev
ˇ
z Pesek
a
, Zala Pregelj, Klara
ˇ
Znider
ˇ
si
ˇ
c
b
and Matija Marolt
c
Faculty of Computer and Information Science, University of Ljubljana, Slovenia
Keywords:
Gamified Rhythmic Training, Storytelling, Virtual Reality.
Abstract:
As virtual reality becomes more accessible, new applications, including those focused on music, are becoming
more widespread. In addition, gamification and storytelling elements have already shown positive effects on
learning. In this study, we observe the effects of storytelling on the user experience and the development of
rhythmic skills in the VR game Steady the Drums! Players use the headset’s controllers to perform rhythmic
patterns and command troops in a medieval setting. Two versions of the game one with and one without
narration — were developed to compare participants’ performance. Improvement in rhythmic skills was mea-
sured using the Tapping-PROMS test, while user experience was assessed using questionnaires. The results
showed that skills improved overall, with the non-narrated version achieving slightly higher success rates.
However, the narrated version received better hedonic ratings, suggesting that while narrative elements may
somewhat hinder immediate skill growth, they could increase long-term motivation and encourage continued
play.
1 INTRODUCTION
Computer games, originally intended for entertain-
ment, have already been in use for educational pur-
poses for decades (Caitlin Cole and Mackenzie,
2024). By providing an engaging and unconventional
learning environment, they often provide additional
motivation and contribute to better learning outcomes.
In exploring methods to increase learner motivation
researchers often turn to educational computer games
(Laine and Lindberg, 2020). Additionally, with the
development of virtual reality (VR) technology, the
educational games and applications increasingly take
advantage of VR capabilities (Oyelere et al., 2020). In
the context of music education, VR can offer unique,
interactive learning experiences, such as virtual musi-
cal instruments, rhythm training and immersive music
theory lessons, making complex concepts more inter-
esting for music students and amateur musicians.
Another approach to enhancing the appeal of the
game and maintaining player interest, not only in ed-
ucational games, was the integration of a narrative
framework (Ryan, 2001). While much of the research
on the impact of storytelling has focused on chil-
dren, some studies suggest that adults particularly
a
https://orcid.org/0000-0001-9101-0471
b
https://orcid.org/0009-0006-7641-8472
c
https://orcid.org/0000-0002-0619-8789
younger generations also value narrative elements
in games (Bormann and Greitemeyer, 2015). How-
ever, existing studies have primarily examined PC
games, leaving the role of storytelling in VR games
largely unexplored. As VR offers a more immer-
sive and interactive experience than traditional gam-
ing platforms, the impact of storytelling in this con-
text could be significantly different.
Our study examines the effects of storytelling in
a VR game aimed at improving musical skills, with a
particular focus on young adult participants. It exam-
ines how the inclusion of a narrative affects the user
experience and skill outcomes. To investigate this,
we extended the VR game Steady the Drums! (Pesek
et al., 2024), which aims to develop rhythmic skills,
with narratives and studied their effects on players.
The paper is structured as follows: Chapter 2 gives
an overview of existing studies and solutions related
to music-oriented virtual reality applications and sto-
rytelling game elements. Chapter 3 presents the orig-
inal version of the game together with the imple-
mented improvements. Chapter 4 describes the ex-
perimental setup, while chapter 5 presents the results.
Finally, chapter 6 concludes with an overview of the
study and key findings.
Pesek, M., Pregelj, Z., Žniderši
ˇ
c, K. and Marolt, M.
Storytelling in Gamified Rhythmic Training.
DOI: 10.5220/0013489200003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 641-649
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
641
2 LITERATURE REVIEW
Virtual reality (VR) is a computer simulation in which
users are immersed in a 3D environment and can in-
teract with digital objects and scenarios (Shen and
Shirmohammadi, 2008; Pozzebon, 2002). By inte-
grating visual, auditory and haptic elements, VR cre-
ates a strong sense of physical presence that increases
engagement and interactivity (Kim et al., 2017). Orig-
inally used in specialized fields, VR still plays a cru-
cial role in military training by providing realistic,
safe scenarios for soldiers (Soni and Kaur, 2023), in
healthcare by enabling tailored therapies for condi-
tions such as anxiety and phobias and supporting re-
habilitation after injuries (Freitas et al., 2021; Wang
et al., 2023). Today, VR is mainly used in the en-
tertainment industry, e.g. in games, films and the-
ater, but it is also increasingly being used in educa-
tion as it enables simulations and interactive learn-
ing experiences that go beyond traditional methods
(Petersen et al., 2022). Medical students, for exam-
ple, can study anatomy without the need for physical
specimens (Madrigal et al., 2016) and language stu-
dents can immerse themselves in a foreign environ-
ment, which helps them to learn the language faster
and better (Kaplan-Rakowski and Wojdynski, 2018).
Studies show that VR improves learning outcomes by
helping students understand complex concepts in con-
trolled environments (Mazhar and Rifaee, 2023). The
effectiveness of VR as an educational tool has also
been explored in a comprehensive literature review
(Hamilton et al., 2020). In addition, educational video
games (EVGs) have gained popularity in schools due
to their high intrinsic motivation, meaningful learn-
ing contexts, immediate feedback and interactive ele-
ments (Padilla-Zea et al., 2014).
Several VR and traditional music-related games
and applications have proven to be important tools
for improving musical skills. VR musical instruments
and augmented reality (AR) applications have been
shown to offer significant potential for improving mu-
sical skills that are often repetitive and demanding
(Serafin et al., 2017). In addition, rhythm video
games such as Rhythm Heaven have been shown to be
effective in improving the rhythmic skills and mem-
ory of elementary school music students, suggesting
that rhythm-based games are valuable complemen-
tary tools. For example, Beat Saber, a popular VR
rhythm game, challenges players to slice blocks to
the beat of the music, which promotes fitness, motor
skills and reflexes (Nair et al., 2023). Also in Osu!,
a rhythm game played on a computer, players must
click, turn, and move objects to the beat of the music,
with varying levels of difficulty encouraging skill de-
velopment. The game’s community-created polygons
determine the timing and position of clicks, offering
players a gradual improvement of their skills. Gui-
tar Hero, another rhythm game, uses a guitar-shaped
controller to simulate playing the guitar with color-
coded notes and offers multiple difficulty levels that
increase in speed and complexity. Many modern VR
games, such as Beat Saber, use similar techniques
to visualize rhythm. The VR app Teach Me Drums
aims to improve rhythmic understanding in percus-
sion lessons by synchronizing a 3D video of a teacher
playing an African djembe drum with the user’s drum-
ming. While such applications are innovative, their
effectiveness could be improved with more interac-
tive feedback and immersive learning features (Moth-
Poulsen et al., 2019).
While these rhythm-based games can help de-
velop musical skills, they each have their own limi-
tations. Teach Me Drums focuses on learning, but has
no gamified elements and no storyline. While Rhythm
Heaven is a gamified way to practice rhythm, it was
developed for the Nintendo DS and not VR, so it lacks
the immersive elements of virtual reality. The games
vary, with some simulating drumming, while others
simply require tapping to a certain tempo or rhythm.
Osu! and Guitar Hero are also not VR-based, and
Guitar Hero, like Beat Saber, is not about fully recre-
ating rhythm patterns—in both cases, the user must
react to on-screen cues rather than following a given
rhythm pattern. Although Beat Saber is a VR game,
its focus is on movement guidance rather than precise
rhythm training, as players are not explicitly guided
through the rhythm but synchronize their actions with
the soundtrack.
In contrast, Steady the Drums! stands out by com-
bining VR immersion with rhythm training, a gami-
fied structure and a narrative approach. By integrat-
ing these elements, it offers a more engaging training
experience compared to existing commercial and ed-
ucational rhythm-based games.
Storytelling has become an important component
in game development, and research has shown that
it promotes emotional connections, deeper immer-
sion in the game and greater engagement in gameplay
(Ryan, 2001; Zichermann and Cunningham, 2011).
In educational contexts, storytelling is an effective
way to present content in an engaging and memorable
way. Research has shown that storytelling improves
comprehension and knowledge retention while in-
creasing student motivation and engagement (Bruner,
2002). Virtual storytelling as a technology for in-
teractive teaching enhances interaction between users
and electronic systems and enables immersive educa-
tional experiences with virtual teachers (Danilicheva
CSME 2025 - 6th International Special Session on Computer Supported Music Education
642
et al., 2009). For some players, narratives evoke vir-
tual external motivation, where an emotional attach-
ment to the game characters creates a desire to influ-
ence outcomes, leading to deeper engagement (Bopp,
2008). Recent studies comparing storytelling in VR
and traditional games have highlighted the advan-
tage of VR in creating a more personal and emotion-
ally engaging narrative through increased immersion
(Chen, 2024), and in both educational and entertain-
ment games, well-crafted narratives are highly valued
by their users (Griffiths, 2019).
3 Steady the Drums!
Steady the Drums! is a VR game that combines im-
mersive gameplay with rhythmic training. Players use
the VR controllers as drumsticks to perform rhyth-
mic patterns and receive both visual and haptic feed-
back on their performance. The game features lev-
els of increasing difficulty, in which successfully exe-
cuted patterns build up a combo meter and unlock ad-
ditional options. The background music reflects the
medieval theme of the game. Players must synchro-
nize the tempo of their drumming with the music, and
the more accurately they drum, the higher the score
will be.
The plot of the game revolves around rhythmic
patterns that serve as commands for military units de-
fending a medieval city against attacking enemies. As
the difficulty level increases with new waves of ene-
mies, players issue commands through various rhyth-
mic patterns. The damage multiplier increases the
attack power of soldiers over time, while the combo
meter makes it possible to create new soldiers. How-
ever, creating new soldiers resets both the combo me-
ter and the damage multiplier, which can be increased
through precise and consistent drumming. Addition-
ally, there are cannonball mini-games that provide
players with opportunities to engage in additional
rhythmic quests and enhance their power to overcome
the enemy. Victory is achieved when the player is able
to command his army effectively through twenty lev-
els by maintaining rhythmic precision. The game fea-
tures rhythmic patterns of varying length and tempo.
These patterns, which include pauses and simultane-
ous drum beats on various types of drums, create com-
plex structures that require coordination and provide
advanced rhythmic exercises.
To improve the user experience, we implemented
a visual tempo indicator to help players maintain the
correct drum tempo, we enabled the option to skip
narration using a controller button and to save game
progress, and included detailed instructions for rhyth-
mic commands and mini-games. Correctly executed
rhythmic patterns are also highlighted in yellow to
provide clear and immediate feedback, and we have
introduced animations to visually enrich the game.
Figure 1: The player’s point of view in the game.
3.1 Storytelling Elements
The game is designed to resemble an animated book,
complete with text, corresponding illustrations and
voice narration. The story describes a battle in the fic-
tional city of Velaris, where the protagonist, the black-
smith’s son, bangs on the drums with hammers. His
task is to replace the absent military drummer Cas-
sian, who has accompanied the king and the rest of
the army to the east, leaving behind only a parch-
ment with the basic troop commands. This parchment
serves as a rhythmic command display for the player
and can be seen on Figure 1. As players level up,
the environment changes and stronger, more power-
ful characters are introduced. An example of a higher
level is shown in Figure 2. The main enemy is a dark
wizard, Amaranth, who wants to conquer Velaris and
use the abundant magic crystals as a source of his
power. Before each milestone level, the player learns
of the background story and motivations of Ama-
ranth’s three most important allies. Before the final
level, a dramatic narrative sets the stage for the ulti-
mate battle against Amaranth. To increase player en-
gagement, the player is frequently reminded of their
proximity to victory and that the survival of Velaris
depends on their actions.
For research purposes, we developed two versions
of the game: one that incorporated storytelling ele-
ments with narration and one that did not. The version
Storytelling in Gamified Rhythmic Training
643
with storytelling included the characters’ backstories
revealed at key milestones, while the other version
featured the same characters but had no backstory.
Figure 2: Gameplay view at a higher level.
3.2 Tools and Technologies
The game was developed using the Unity game en-
gine, a widely used platform for creating high-quality
3D and 2D games. We used the C# programming lan-
guage within Unity, as its support for object-oriented
programming was essential for implementing com-
plex game mechanics. For integration with virtual
reality (VR) devices, we used OpenXR, which en-
sures compatibility with a wide range of VR and AR
devices and eliminates the need for extensive code
customization. To enable a seamless user experience
without interruptions or motion sickness, we imple-
mented several techniques to improve real-time game
performance.
To evaluate the effects of each version of the
game, we implemented tracking logic to record play-
ers’ actions, which were sent to a server in real time
and enabled us to measure their precision when strik-
ing the drums. To prevent potential data loss while
sending it to a server in real time, we also saved the
measurements to local data storage and regularly syn-
chronized it with the server.
4 EXPERIMENTAL SETUP
Our study focused on the implementation of story-
telling and evaluation of its effects on the user expe-
rience. We concentrated on playability, player per-
formance and the improvement of rhythmic skills.
Participants were randomly divided into two groups,
with one group playing a version that included story-
telling elements and the other playing a version with-
out them. Both groups used VR devices Meta
Quest 2 and 3 — with the versions evenly distributed
to minimize device-related bias.
We evaluated the attractiveness and effectiveness
of the game based on several criteria. During game-
play, we tracked and analyzed data such as the dura-
tion of playing, the performance of rhythmic patterns,
and the time spent on narrative elements. To assess
the improvement of rhythmic skills, we used a short-
ened version of the PROMS (Profile of Music Percep-
tion Skills) test (Georgi et al., 2023). Each Tapping-
PROMS session included three rhythmic patterns and
three tempo patterns of varying difficulty, selected
from the official patterns on https://osf.io/df2gr/. The
sessions were conducted using a Python-based appli-
cation developed for the Tapping-PROMS study. The
results provided data on the number of correctly re-
produced rhythm and tempo items, absolute synchro-
nization of rhythm or tempo, and relative synchro-
nization of rhythm. For analysis of both Tapping-
PROMS test results, we assumed a normal distribu-
tion of the data and used the Levene test to assess
the equality of variances. For homogeneous variances
(p 0.05), we applied paired t-tests (Ross and Will-
son, 2017) and if the variances were not homoge-
neous, we used the non-parametric Wilcoxon signed-
rank test (Randles, 2006). In addition to Tapping-
PROMS tests, we used a short questionnaire to collect
data on the participants’ previous music and gaming
experience and a standardized UEQ questionnaire to
evaluate the user experience with the game.
Our experiment was divided into three phases. At
the first in-person meeting, participants completed a
Tapping-PROMS baseline test and a profiling ques-
tionnaire. The questionnaire collected basic demo-
graphic information, details about the participants’
musical background and their experience with digital
and VR games. During this session, participants were
also instructed on how to use the device, how to trou-
bleshoot common issues and how to access technical
support.
During the 14-day gameplay period, participants
were instructed to use the device for at least 10 min-
utes per day. Tracking logic was implemented to
record the total playing time, the start and end level
of each session, and the number of rhythmic patterns
successfully executed. Each drum beat was recorded
to allow for more detailed analysis, such as the pro-
portion of beats from correctly executed rhythmic se-
quences in relation to the total number of beats. For
the narrative version, we also tracked engagement
with the story section.
CSME 2025 - 6th International Special Session on Computer Supported Music Education
644
During the second in-person meeting, participants
performed the final Tapping-PROMS test and com-
pleted the shorter version of the User Experience
Questionnaire, known as UEQ-S (Schrepp et al.,
2017). The UEQ-S contains eight items that target
two meta-dimensions: pragmatic quality and hedo-
nic quality. Participants rated the attributes on a 5-
point Likert scale, focusing on whether they found the
game as rather obstructive or supportive, complicated
or easy, inefficient or efficient, confusing or clear, bor-
ing or exciting, uninteresting or interesting, conven-
tional or inventive, and usual or leading-edge. In addi-
tion, participants from the group that played the game
with narrative elements were asked to rate parts of the
game related to storytelling, and all participants could
express their general comments and opinions.
5 RESULTS
5.1 Demographics
Of the 30 participants in the study, 18 were women
and 12 were men. Their ages ranged from 17 to 26
years, with an average age of 21.6 years.
Two thirds of the participants stated that they had
not attended music school, however, 20 participants
confirmed that they had participated in music-related
activities. Dancing was the most common activity (re-
ported by nine participants), followed by singing and
playing in a band. Of these 20 participants, most at-
tended courses or received formal training, while a
few were self-taught. In addition, 13 participants re-
ported playing at least one musical instrument, with
piano being the most common, followed by guitar,
flute and violin.
The majority of participants (31 out of 33) had
previous experience with video games, with 10 still
actively playing. Their playing time varied from less
than 3 hours per month to up to 15 hours per month.
Most participants played on gaming consoles such as
the Nintendo Switch, PlayStation and Xbox, while
others used PCs or smartphones. The most frequently
played genres included action, adventure, simulation,
strategy and sports games.
In contrast, few participants had experience with
VR devices. Seven participants had previously used
headsets such as Oculus Quest, Oculus Rift or Steam
Index, and two had experience with augmented reality
glasses. Of these, one participant stated that they used
a VR headset on a daily basis, while the others had
only tried them out. Four participants stated that they
felt nauseous when using a VR headset.
5.2 Gameplay Tracking
Most participants adhered to the instruction to play
for at least 10 minutes per day. The participants in
the non-narrative group played slightly longer than
the participants in the narrative group, with the non-
narrative version being played on average 10 min-
utes longer. In addition, two participants in the non-
narrative group had a significantly longer playing
time than the other participants. In order not to distort
the average results and to avoid inaccurate interpreta-
tion, these outliers were excluded from the analysis.
The demographic data and the information on previ-
ous gaming experience provided in the profiling ques-
tionnaire did not appear to influence the gaming time
results.
In the storytelling version of the game, we also
tracked how often players chose to watch the narrated
parts or skip the story by clicking a designated but-
ton. The stories were only shown at the beginning
and at each milestone level. On the first playthrough,
all participants watched the story in full, but skipped it
on subsequent playthroughs. Watching the story takes
about 10 minutes in total and therefore did not consid-
erably increase the total playtime.
We compared player performance by analyzing
the percentage of successful drum hits and the fre-
quency of reaching game levels. Participants achieved
very high success rates in both versions, indicating a
strong ability to follow the rhythm, however the av-
erage success rate was higher in the version without
storytelling elements (72.2%) than in the version with
storytelling elements (67.8%) with the standard de-
viation being the same in both groups (13,7%). The
difference in the test results is not particularly signifi-
cant, but the slightly better performance in the version
without storytelling could indicate a lower perceived
complexity of the game due to fewer interruptions and
cognitive load or a higher level of motivation and con-
centration among players in this group. The results
are shown in Figure 3, where the darker sections of
the bars represent successful drum hits and the lighter
sections show the total number of hits per participant.
The percentage success rate is shown on both sides of
the bars.
A similar number of participants completed the
final level in both groups ve players in the
storytelling version and six players in the non-
storytelling version. The highest number of suc-
cessful playthroughs to the final level occurred when
players started with the first level. This trend can
be attributed to the cannon feature, which is a great
help when fighting enemies and can only be activated
when playing the game from the beginning.
Storytelling in Gamified Rhythmic Training
645
Figure 3: Percentage of successful drum hits per participant.
A comparison with the demographic data revealed
that participants who played video games regularly
tended to reach higher levels. These participants were
also more likely to use the option to start with a saved
game state and continue playing from higher levels.
5.3 Rhythmic Test
We observed the improvement in rhythmic skills by
examining the changes in rhythmic and tempo syn-
chronization in the Tapping-PROMS test before and
after playing the game. Before the comparison, we
applied the Levene’s test to assess the equality of vari-
ances. Based on these results, we applied a paired-
samples t-test or Wilcoxon signed-rank test to com-
pare the results of the Tapping-PROMS test and an-
alyze statistically significant differences. Some in-
valid results from improperly conducted tests were
excluded, resulting in a final sample size of 26 par-
ticipants.
Absolute asynchrony assesses the accuracy of taps
relative to ideal time intervals. There was an improve-
ment with easier and moderately difficult rhythmic
patterns (p = 0.012 and p = 0.003, respectively), sug-
gesting that participants became more adept at syn-
chronizing their taps with less complex patterns, al-
though they did not make significant progress with
more complicated rhythms.
Relative asynchrony, which measures the consis-
tency of taps within the rhythmic pattern, showed im-
provements across all difficulty levels, suggesting that
participants became better at maintaining alignment
with the rhythm, even if they did not maintain perfect
tempo synchronization. The greatest progress was ob-
served in the easiest patterns.
We compared the results of the participants from
both test groups. Due to the smaller sample size, the
distribution is adjusted to 11 participants who played
the game version with storytelling elements (marked
with S) and 15 participants who played the version
without these elements (marked with N). This com-
parison of absolute asynchrony (Table 1) and relative
asynchrony (Table 2) test results allowed us to assess
whether the inclusion of narrative elements influenced
the degree of improvement in rhythmic synchroniza-
tion.
The group that played the non-narrative version
of the game showed greater progress overall. In terms
of absolute asynchrony, they showed the most signif-
icant improvements in easier and moderately difficult
rhythmic patterns (p = 0.022 and p = 0.014, respec-
tively). In addition, they improved in relative asyn-
chrony at low and high levels of difficulty, with p <
0.001 and p = 0.026, respectively.
On the other hand, the group that played the ver-
sion of the game with narrative elements also showed
CSME 2025 - 6th International Special Session on Computer Supported Music Education
646
Table 1: Analysis of changes in absolute asynchrony results in the rhythmic PROMS test.
Rhythmic Pattern Difficulty
Absolute Asynchrony
T test W test pInitial Test Final Test
µ σ µ σ
Low
N 0.338 0.172 0.183 0.128 2.384 / 0.022*
S 0.505 0.512 0.145 0.093 1.740 / 0.066
Medium
N 1.927 1.183 1.116 0.863 2.489 / 0.014*
S 1.842 1.323 1.291 0.851 1.941 / 0.048*
High
N 2.796 1.689 2.743 1.069 / 30** 0.452
S 4.415 0.826 3.695 1.239 1.791 / 0.056
Note: * indicates statistical significance at p < 0.05. **Ranks between 1–11.
Table 2: Analysis of relative asynchrony in the rhythmic PROMS test for both groups.
Rhythmic Pattern Difficulty
Relative Asynchrony
T test pInitial Test Final Test
µ σ µ σ
Low
N 0.203 0.065 0.095 0.033 5.926 < 0.001*
S 0.345 0.292 0.089 0.041 2.371 0.028*
Medium
N 1.332 0.967 0.794 0.798 1.715 0.056
S 1.087 1.030 0.976 0.907 0.842 0.216
High
N 1.637 1.190 1.237 1.100 2.198 0.026*
S 3.043 1.062 2.155 1.456 1.908 0.046*
Note: * indicates statistical significance at p < 0.05.
progress, albeit less pronounced. In terms of ab-
solute asynchrony, they showed significant progress
with moderately difficult rhythms (p = 0.048) and in
terms of relative asynchrony, notable improvements
were observed at low (p = 0.028) and high levels of
difficulty (p = 0.046).
5.4 User Experience
The results of the user questionnaire showed differ-
ences in pragmatic and hedonic quality in the evalu-
ation of the two versions of the game. While the rat-
ings for pragmatic qualities such as supportiveness,
easiness, efficiency and clarity were on the positive
side in both test groups, they were higher in the group
of participants who played the non-narrative version
of the game. On the other hand, hedonic qualities
scored higher overall in the group that played the
version of the game with narrative elements. This
means that users found the game with narrative ele-
ments more exciting, more interesting, more imagi-
native and leading-edge.
The participants who played the version with
narrative elements confirmed that the story offered
enough content, but found it boring to watch the story
again after the first playthrough. Their statement was
also confirmed by the data we collected during game-
play, as most participants only watched the story once
and skipped it on subsequent playthroughs. Although
the narrative elements were appreciated, many par-
ticipants commented that a greater variety of levels
would make the game more interesting and less repet-
itive. The players who experienced the game with
narrative elements rated it higher, indicating a greater
willingness to pay for the game if it were offered as a
paid application.
6 CONCLUSION
In this study, we investigated the effects of integrating
storytelling elements into a music-oriented VR game,
Steady the Drums! Our findings show that integrating
new technologies into music training not only mod-
ernizes the learning experience, but also provides in-
novative ways to engage and motivate music students
and enthusiasts.
The study combined an improved and upgraded
video game design with storytelling elements and al-
lowed players to improve their rhythmic skills by
playing rhythm patterns with varying levels of diffi-
culty. The results of the Tapping PROMS test showed
an overall improvement in rhythm perception and per-
formance skills of the study participants. However,
when we compared the effects of playing with and
without narrative elements, we found that the latter
produced better performance results. While narra-
tive elements added hedonic qualities that increased
Storytelling in Gamified Rhythmic Training
647
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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