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From 2D visual simulation to 3D virtual reality : a controlled study over the effects of virtual reality on telepresence, temporal dissociation and game experience

Robin, Lisa-Marie (2017) From 2D visual simulation to 3D virtual reality : a controlled study over the effects of virtual reality on telepresence, temporal dissociation and game experience.

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Abstract:Virtual Reality (VR) serves as influential discipline in creating intense gaming experiences which lead to both deep involvements in the medium and to an ignorance of physical settings. This deep involvement is characterized by a state called telepresence. The study aims to analyse the potency of using VR technology leading to telepresence and a more intense game experience to discover whether time is perceived as distorted. 50 subjects were randomly assigned to an experimental or control condition. The experimental group used VR technology while being exposed to a virtual environment of the game X-Racer to induce telepresence, having an intense gaming experience and to manipulate the sense of time. The control group played X-Racer with a laptop. Afterwards, questionnaires were handed out and an interview was held. Results showed significant differences between the two groups concerning telepresence and temporal dissociation. Game experiences including senses of immersion, flow, challenge, positive affect and returning to reality also had significant effects. Game experiences concerning competence, negative affect and tension/annoyance did not show significant differences between the two conditions. For future research it is suggested to conduct multiple gaming sessions with a more demanding VR game.
Item Type:Essay (Master)
Clients:
Frau, Deutschland
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:05 communication studies
Programme:Communication Studies MSc (60713)
Link to this item:https://purl.utwente.nl/essays/74394
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