2018
DOI: 10.1002/cav.1830
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Evaluating enjoyment, presence, and emulator sickness in VR games based on first‐ and third‐ person viewing perspectives

Abstract: Many virtual reality (VR) games are based on a first-person perspective (1PP). There are, however, advantages in using another perspective, such as the third-person perspective (3PP). Although there has been some research evaluating the effect of 1PP and 3PP in gameplay experiences, it is largely unexplored for VR games played via the new generation of commercial head-mounted display systems, such as the Oculus Rift. In this research we want to shed some light on the relationship between the different perspect… Show more

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Cited by 59 publications
(33 citation statements)
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“…Christensen, Mathiesen, Poulsen, Ustrup & Kraus (2018) explored a competitive multiplayer game for desktop, HMD with joystick and HMD with magic wands conditions and exposed that HMD versions provide significantly higher scores for many of the measures in a multidimensional game user experience questionnaire, such as immersion, flow, positive affect, empathy, and behavioral involvement. Monteiro et al (2018) evaluated a car racing game for 3 rd person view on desktop versus first-person view with HMD and reported a slightly higher level of immersion for HMD gameplay. Roettl & Terlutter (2018) showed that their jump-and-run action game yielded a higher sense of presence when played in the HMD VR than in the stereoscopic 3D than in the 2D video game, but they did not explore any effect on arousal or attitude towards the video game.…”
Section: Related Studiesmentioning
confidence: 99%
See 2 more Smart Citations
“…Christensen, Mathiesen, Poulsen, Ustrup & Kraus (2018) explored a competitive multiplayer game for desktop, HMD with joystick and HMD with magic wands conditions and exposed that HMD versions provide significantly higher scores for many of the measures in a multidimensional game user experience questionnaire, such as immersion, flow, positive affect, empathy, and behavioral involvement. Monteiro et al (2018) evaluated a car racing game for 3 rd person view on desktop versus first-person view with HMD and reported a slightly higher level of immersion for HMD gameplay. Roettl & Terlutter (2018) showed that their jump-and-run action game yielded a higher sense of presence when played in the HMD VR than in the stereoscopic 3D than in the 2D video game, but they did not explore any effect on arousal or attitude towards the video game.…”
Section: Related Studiesmentioning
confidence: 99%
“…Kim et al, 2014;Kober et al, 2012), ITC Sense of Presence Inventory (Lessiter, Freeman, Keogh, & Davidoff, 2001) in (Lugrin et al, 2013;Wilson & Mayhorn, 2019). In order to assess game user experience with a standardized scale, Game Experience Questionnaire (IJsselsteijn, de Kort, & Poels, 2007) was employed in (Christensen et al, 2018;McMahan et al, 2012;Monteiro et al, 2018) and Game User Experience Satisfaction Scale (Phan et al, 2016) was used in (Carroll et al, 2019;Shelstad et al, 2017;C. Yildirim et al, 2018).…”
Section: Measuring Ux In Comparison Of Displays Systems For Virtual Ementioning
confidence: 99%
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“…Finally, one limitation of Study One was that participants also experienced a greater sense of VR sickness in the 1PP than 3PP conditions (for similar results see Monteiro et al, 2018), which may have inadvertently distracted participants from focusing on the main experimental task. In Study Two, we reduced the potential influence of VR sickness in two ways.…”
Section: Study One: Discussionmentioning
confidence: 97%
“…On the other hand, we speculate that the third-person point of view offered by videos improves self-efficacy although there is no direct evidence. As VR has a stronger immersion sense than screen images on the third-person point of view [13], we expect the playback in a virtual environment can improve self-efficacy. Therefore, the effect of immersion of VR on self-reflection needs to be clarified.…”
Section: Videotape Feedbackmentioning
confidence: 99%