Abstract
This contribution describes an experiment carried out in 2020 with the goal of exploring factors affecting the cognitive-emotional impact of immersive VR Serious Games, and specifically of Educational Environmental Narrative Games. The experimental evaluation was aimed at better understanding three research questions: if passive or active interaction is preferable for users’ factual and spatial knowledge acquisition; if meaningfulness could be considered as a relevant experience in a serious game (SG) context; and if distraction has an impact on knowledge acquisition and engagement in immersive VR educational games. Although the experiment involved only a limited number of participants, our results led to the identification of some relevant tendencies and factors which ought to be considered in the development of future SGs, and which reveal the need for further studies in HCI and game design.
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Abbreviations
- CH:
-
Cultural Heritage
- d:
-
Ask with participants drawing a map, eventually with details or comments
- [Drawing]:
-
Evaluation tool
- EEN:
-
Educational Environmental Narrative
- ENViG:
-
Environmental Narrative Videogames
- f:
-
Focusing or concentration exercise
- l:
-
Listening task
- lSN:
-
Listening a narrative version of the story task
- NiF:
-
Night in the Forum videogame
- pG:
-
Playing game task
- PS VR:
-
PlayStation VR
- Q1:
-
Questionnaire for personal data and background information;
- Q2a:
-
Questionnaire for factual and conceptual knowledge;
- Q2b:
-
Questionnaire for spatial knowledge evaluation;
- Q2c:
-
Questionnaire on spatial knowledge;
- Q2d:
-
Questionnaire on spatial knowledge;
- r:
-
Reading task
- RQ1:
-
Research Question 1
- RQ2:
-
Research Question 2
- RQ3:
-
Research Question 3
- rSD:
-
Reading a descriptive version of the story task
- rSN:
-
Reading a narrative version of the story task
- s:
-
Written short summary of the experience
- SG:
-
Serious Game
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Acknowledgments
We acknowledge: the Museum of Imperial Forum in Rome (Lucrezia Ungaro and Paolo Vigliarolo) for their scientific contribution; Carlo Teo Pedretti and Mattia Spadoni (University of Bologna) for their contribution in the organization of the experiment.
Funding
“This research was funded by EU REVEAL H2020 project, grant number 732599”: https://cordis.europa.eu/project/id/732599.
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“Experiment Conceptualization, S. Pescarin; Experiment methodology, S. Pescarin, D. Pandiani; software, VRTRON; game assets, VR TRON, CNR ISPC (D. Ferdani, B. Fanini); general REVEAL project coordination, J. Habgood- Sheffield Hallam University. All authors have read and agreed to the published version of the manuscript.”
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Pescarin, S., Pandiani, D.S.M. (2022). Factors in the Cognitive-Emotional Impact of Educational Environmental Narrative Videogames. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2022. Lecture Notes in Computer Science, vol 13446. Springer, Cham. https://doi.org/10.1007/978-3-031-15553-6_8
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