2017
DOI: 10.1007/978-3-319-67684-5_10
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Practice in Reality for Virtual Reality Games: Making Players Familiar and Confident with a Game

Abstract: Game designers include training levels in video games to prepare players so that they can enjoy the game. The training levels of virtual reality (VR) games are typically assumed to be within the virtual world of the game. New players must learn about a new game in such an unfamiliar virtual world. A tutorial in the real world offers a potential way to enable players to learn about a new game and to practice the skills in a familiar world. To explore any effects of a real-world tutorial in VR games, an experime… Show more

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Cited by 6 publications
(5 citation statements)
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“…Unlike a previous study that focused on practice that replicated all required tasks in a VR game [36], the current study focused on real-world practice that only replicated some challenges in a VR game. The independent variable (practice) included three conditions: no practice (control condition), virtual-world practice (VR condition), and real-world practice (reality condition).…”
Section: Methodsmentioning
confidence: 99%
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“…Unlike a previous study that focused on practice that replicated all required tasks in a VR game [36], the current study focused on real-world practice that only replicated some challenges in a VR game. The independent variable (practice) included three conditions: no practice (control condition), virtual-world practice (VR condition), and real-world practice (reality condition).…”
Section: Methodsmentioning
confidence: 99%
“…VR game practice usually occurs in the same virtual environment as the game itself. Very few studies [35,36] have examined placing practices for VR games in the real world. While investigating the potential of applying real-world practice to a VR gaming context [36], real-world practice that replicated a task of placing a ball in a target container in a VR game was compared with identical practice in a virtual world.…”
Section: Practice and Its Consequencesmentioning
confidence: 99%
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“…Further research has highlighted how the possibility of learning interactions in the physical world can have positive effects when these interactions are simple [33]. On the other hand, IVR seems to support situated learning that occurs in contexts similar to those in which what has been learned is subsequently applied [34].…”
Section: Psychological Factors Involved In the Learning Experience In Vrmentioning
confidence: 98%