Abstract
This study explores how a video game player’s sense of being in a game world (i.e., spatial presence) is impacted by the use of a virtual reality head-mounted display (VR HMD). Research focused on VR (as realized with the use of HMDs) has fallen by the wayside since the early 1990s due to the limitations in the technology. With modern reimagining of VR HMDs, there is now an opportunity to reexamine the impact it has on gaming experience. This article explores the results of an experiment in which university students played video games using either a VR HMD or a standard monitor while playing a first-person shooter video game. Control interface was also manipulated between incomplete tangible mapped devices (Razer Hydra) and directionally mapped devices (mouse and keyboard). Results indicated that VR HMDs have a positive impact on a players’ level of spatial presence and feelings of controller naturalness. Controller naturalness also impacted spatial presence regardless of display condition.
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Appendix: Measures
Appendix: Measures
Note: the ITC-Sense of Presence Inventory is bound by copyright law and cannot be reprinted here. We suggest contacting the original authors for more details (Lessiter et al. 2001).
Skalski Perceived Controller Naturalness Scale:
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The game controls seemed natural.
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The actions used to interact with the game environment were similar to the actions that would be used to do the same things in the real world.
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The game interface was not realistic.
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The game environment was manipulated in a lifelike manner.
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The actions I performed with the controller were closely connected to the actions happening in the game environment.
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The actions used to control the game seemed natural.
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Seibert, J., Shafer, D.M. Control mapping in virtual reality: effects on spatial presence and controller naturalness. Virtual Reality 22, 79–88 (2018). https://doi.org/10.1007/s10055-017-0316-1
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DOI: https://doi.org/10.1007/s10055-017-0316-1