Virtual Reality Games: a study about the level of interaction vs. narrative and the gender in presence and cybersickness.

dc.contributor.author Goncalves,G en
dc.contributor.author Miguel Correia Melo en
dc.contributor.author Maximino Bessa en
dc.contributor.other 5095 en
dc.contributor.other 5408 en
dc.date.accessioned 2023-05-04T13:55:53Z
dc.date.available 2023-05-04T13:55:53Z
dc.date.issued 2018 en
dc.description.abstract Virtual reality (VR) games have the potential to produce immersive experiences. To better explore the potential of VR games, it becomes necessary to understand what affects the player's presence in VR games. This work measures and compares the levels of presence and cybersickness in VR environments. Two games with different levels of interaction and narrative were compared. Presence and cybersickness were measured in a sample of 32 subjects using the IPQp questionnaire and a Portuguese version of the SSQ respectively. The results indicate that there were no differences in presence and cybersickness between the interaction and the narrative dimensions. To extend the study, the gender of participants was also considered an independent variable where we found significant differences in the metrics of presence and experienced realism, nausea and disorientation with female participants getting higher scores. en
dc.identifier P-00Q-EQP en
dc.identifier.uri https://repositorio.inesctec.pt/handle/123456789/13757
dc.language eng en
dc.rights info:eu-repo/semantics/openAccess en
dc.title Virtual Reality Games: a study about the level of interaction vs. narrative and the gender in presence and cybersickness. en
dc.type en
dc.type Publication en
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