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The effects of physical activity in virtual reality on user experience

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2023
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Abstract (EN)

The study aims to measure the impact of physical activities on player experience in virtual reality games, focusing on how experience changes with increasing physical activity. Various player experience surveys assessed players' experiences, and the Unity3D game engine was used for development. The game had two versions: the first emphasized higher physical activity with various movements (walking, bending), while the second, designed for low activity, could be played using only hands. The Simulator Sickness Questionnaire (SSQ) for motion sickness, MEC Spatial Presence Questionnaire (MEC-SPQ) for spatial variance, Game User Experience Satisfaction Scale (GUESS) for player satisfaction, and NASA Task Load Index were used for a comprehensive assessment. 46 players participated, and survey analyses revealed significant effects of physical activity, especially in nausea and presence. SSQ sub-scales, including nausea and total score, were higher in the non-physical version. Conversely, MEC-SPQ sub-scales, including spatial presence, self-location, and possible actions, had higher scores in the physical version. Significant differences were observed in NASA-TLX sub-scales. Results indicate a greater impact of a physically active game compared to a passive version. GUESS survey analysis showed no significant differences in all sub-dimensions. In the high-physical activity game, a higher sense of presence was achieved. In summary, this study provides insights into the importance of physical activity in virtual reality games and its impact on player experience.

Author

Sezer Maden

How to Cite

Sezer Maden (Master Thesis). The effects of physical activity in virtual reality on user experience, 2023, Bahçeşehir University.

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