Skip to main content
Top

2017 | OriginalPaper | Chapter

Practice in Reality for Virtual Reality Games: Making Players Familiar and Confident with a Game

Author : Jeffrey C. F. Ho

Published in: Human-Computer Interaction - INTERACT 2017

Publisher: Springer International Publishing

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

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 experiment was conducted, the results of which show that a real-world tutorial is effective in helping new players feel confident about and familiar with a VR game before playing it. However, it is not as effective as virtual-world tutorial in increasing game performance.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Anderson, C.A., Gentile, D.A., Buckley, K.E.: Violent Video Game Effects on Children and Adolescents. Oxford University Press, Oxford (2007)CrossRef Anderson, C.A., Gentile, D.A., Buckley, K.E.: Violent Video Game Effects on Children and Adolescents. Oxford University Press, Oxford (2007)CrossRef
2.
go back to reference Andersen, E., O’Rourke, E., Liu, Y.-E., Snider, R., Lowdermilk, J., Truong, D., Cooper, S., Popovic, Z.: The impact of tutorials on games of varying complexity. In: Proceedings of the 2012 ACM Annual Conference on Human Factors in Computing Systems - CHI 2012, pp. 59–68. ACM Press, New York (2012) Andersen, E., O’Rourke, E., Liu, Y.-E., Snider, R., Lowdermilk, J., Truong, D., Cooper, S., Popovic, Z.: The impact of tutorials on games of varying complexity. In: Proceedings of the 2012 ACM Annual Conference on Human Factors in Computing Systems - CHI 2012, pp. 59–68. ACM Press, New York (2012)
3.
go back to reference Bell, H.H., Waag, W.L.: Evaluating the effectiveness of flight simulators for training combat skills: a review. Int. J. Aviat. Psychol. 8, 223–242 (1998)CrossRef Bell, H.H., Waag, W.L.: Evaluating the effectiveness of flight simulators for training combat skills: a review. Int. J. Aviat. Psychol. 8, 223–242 (1998)CrossRef
4.
go back to reference Cairns, P., Cox, A.L.: Research Methods for Human-Computer Interaction. Cambridge University Press, New York (2008)CrossRef Cairns, P., Cox, A.L.: Research Methods for Human-Computer Interaction. Cambridge University Press, New York (2008)CrossRef
5.
go back to reference Cairns, P., Cox, A.L., Day, M., Martin, H., Perryman, T.: Who but not where: the effect of social play on immersion in digital games. Int. J. Hum. Comput. Stud. 71, 1069–1077 (2013)CrossRef Cairns, P., Cox, A.L., Day, M., Martin, H., Perryman, T.: Who but not where: the effect of social play on immersion in digital games. Int. J. Hum. Comput. Stud. 71, 1069–1077 (2013)CrossRef
6.
go back to reference Cairns, P., Cox, A., Nordin, A.I.: Immersion in digital games: review of gaming experience research. In: Handbook of Digital Games, pp. 337–361. Wiley, Hoboken (2014) Cairns, P., Cox, A., Nordin, A.I.: Immersion in digital games: review of gaming experience research. In: Handbook of Digital Games, pp. 337–361. Wiley, Hoboken (2014)
7.
go back to reference Cheung, G.K., Zimmermann, T., Nagappan, N.: The first hour experience: how the initial play can engage (or lose) new players. In: Proceedings of the First ACM SIGCHI Annual Symposium Computer Interaction Play - CHI Play 2014, pp. 57–66 (2014) Cheung, G.K., Zimmermann, T., Nagappan, N.: The first hour experience: how the initial play can engage (or lose) new players. In: Proceedings of the First ACM SIGCHI Annual Symposium Computer Interaction Play - CHI Play 2014, pp. 57–66 (2014)
8.
go back to reference Chollet, M., Sratou, G., Shapiro, A.: An interactive virtual audience platform for public speaking training. In: Proceedings of the 2014 International Conference on Autonomous Agents and Multi-agent Systems, pp. 1657–1658 (2014) Chollet, M., Sratou, G., Shapiro, A.: An interactive virtual audience platform for public speaking training. In: Proceedings of the 2014 International Conference on Autonomous Agents and Multi-agent Systems, pp. 1657–1658 (2014)
9.
go back to reference Chollet, M., Wörtwein, T., Morency, L.-P., Shapiro, A., Scherer, S.: Exploring feedback strategies to improve public speaking: an interactive virtual audience framework. In: Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing - UbiComp 2015, pp. 1143–1154. ACM Press, New York (2015) Chollet, M., Wörtwein, T., Morency, L.-P., Shapiro, A., Scherer, S.: Exploring feedback strategies to improve public speaking: an interactive virtual audience framework. In: Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing - UbiComp 2015, pp. 1143–1154. ACM Press, New York (2015)
10.
go back to reference Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper & Row, New York (1990) Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper & Row, New York (1990)
11.
go back to reference Denisova, A., Cairns, P.: First person vs. third person perspective in digital games. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI 2015, pp. 145–148 (2015) Denisova, A., Cairns, P.: First person vs. third person perspective in digital games. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI 2015, pp. 145–148 (2015)
12.
go back to reference Depping, A.E., Mandryk, R.L., Johanson, C., Bowey, J.T., Thomson, S.C.: Trust me: social games are better than social icebreakers at building trust. In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2016, pp. 116–129. ACM Press, New York (2016) Depping, A.E., Mandryk, R.L., Johanson, C., Bowey, J.T., Thomson, S.C.: Trust me: social games are better than social icebreakers at building trust. In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2016, pp. 116–129. ACM Press, New York (2016)
13.
go back to reference Depping, A.E., Mandryk, R.L., Li, C., Gutwin, C., Vicencio-Moreira, R.: How disclosing skill assistance affects play experience in a multiplayer first-person shooter game. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI 2016, pp. 3462–3472. ACM Press, New York (2016) Depping, A.E., Mandryk, R.L., Li, C., Gutwin, C., Vicencio-Moreira, R.: How disclosing skill assistance affects play experience in a multiplayer first-person shooter game. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI 2016, pp. 3462–3472. ACM Press, New York (2016)
14.
go back to reference de Winter, J.C.F., Dodou, D., Mulder, M.: Training effectiveness of whole body flight simulator motion: a comprehensive meta-analysis. Int. J. Aviat. Psychol. 22, 164–183 (2012)CrossRef de Winter, J.C.F., Dodou, D., Mulder, M.: Training effectiveness of whole body flight simulator motion: a comprehensive meta-analysis. Int. J. Aviat. Psychol. 22, 164–183 (2012)CrossRef
15.
go back to reference Dourish, P.: Where the Action is: the Foundations of Embodied Interaction. MIT Press, Cambridge (2004) Dourish, P.: Where the Action is: the Foundations of Embodied Interaction. MIT Press, Cambridge (2004)
16.
go back to reference Gallagher, A.G., Seymour, N.E., Jordan-Black, J.-A., Bunting, B.P., McGlade, K., Satava, R.M.: Prospective, randomized assessment of transfer of training (ToT) and transfer effectiveness ratio (TER) of virtual reality simulation training for laparoscopic skill acquisition. Ann. Surg. 257, 1025–1031 (2013)CrossRef Gallagher, A.G., Seymour, N.E., Jordan-Black, J.-A., Bunting, B.P., McGlade, K., Satava, R.M.: Prospective, randomized assessment of transfer of training (ToT) and transfer effectiveness ratio (TER) of virtual reality simulation training for laparoscopic skill acquisition. Ann. Surg. 257, 1025–1031 (2013)CrossRef
17.
go back to reference Gutwin, C., Vicencio-Moreira, R., Mandryk, R.L.: Does helping hurt? Aiming assistance and skill development in a first-person shooter game. In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2016, pp. 338–349. ACM Press, New York (2016) Gutwin, C., Vicencio-Moreira, R., Mandryk, R.L.: Does helping hurt? Aiming assistance and skill development in a first-person shooter game. In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2016, pp. 338–349. ACM Press, New York (2016)
18.
go back to reference Ho, J.C.F.: Effect of real-world experience on immersion in virtual reality games: a preliminary study. In: The Fourth International Symposium of Chinese CHI (2016) Ho, J.C.F.: Effect of real-world experience on immersion in virtual reality games: a preliminary study. In: The Fourth International Symposium of Chinese CHI (2016)
19.
go back to reference Iacovides, I., Cox, A.L., Avakian, A., Knoll, T.: Player strategies: achieving breakthroughs and progressing in single-player and cooperative games. In: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2014, pp. 131–140. ACM Press, New York (2014) Iacovides, I., Cox, A.L., Avakian, A., Knoll, T.: Player strategies: achieving breakthroughs and progressing in single-player and cooperative games. In: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2014, pp. 131–140. ACM Press, New York (2014)
20.
go back to reference Iacovides, I., Cox, A., Kennedy, R., Cairns, P., Jennett, C.: Removing the HUD: the impact of non-diegetic game elements and expertise on player involvement. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2015, pp. 13–22. ACM Press, New York (2015) Iacovides, I., Cox, A., Kennedy, R., Cairns, P., Jennett, C.: Removing the HUD: the impact of non-diegetic game elements and expertise on player involvement. In: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2015, pp. 13–22. ACM Press, New York (2015)
21.
go back to reference Jentzsch, T., Rahm, S., Seifert, B., Farei-Campagna, J., Werner, C.M.L., Bouaicha, S.: Correlation between arthroscopy simulator and video game performance: a cross-sectional study of 30 volunteers comparing 2- and 3-dimensional video games. Arthrosc. J. Arthrosc. Relat. Surg. 32, 1328–1334 (2016)CrossRef Jentzsch, T., Rahm, S., Seifert, B., Farei-Campagna, J., Werner, C.M.L., Bouaicha, S.: Correlation between arthroscopy simulator and video game performance: a cross-sectional study of 30 volunteers comparing 2- and 3-dimensional video games. Arthrosc. J. Arthrosc. Relat. Surg. 32, 1328–1334 (2016)CrossRef
22.
go back to reference Jones, H., Chollet, M., Ochs, M., Sabouret, N., Pelachaud, C.: Expressing social attitudes in virtual agents for social coaching. In: Proceedings of the 2014 International Conference on Autonomous Agents and Multi-agent Systems, pp. 1409–1410 (2014) Jones, H., Chollet, M., Ochs, M., Sabouret, N., Pelachaud, C.: Expressing social attitudes in virtual agents for social coaching. In: Proceedings of the 2014 International Conference on Autonomous Agents and Multi-agent Systems, pp. 1409–1410 (2014)
23.
go back to reference Kozlowski, S.W.J., DeShon, R.P.: A psychological fidelity approach to simulation-based training: theory, research, and principles. In: Salas, E., Elliott, L.R., Schflett, S.G., Coovert, M.D. (eds.) Scaled Worlds: Development, Validation, and Applications, pp. 75–99. Ashgate, Burlington (2004) Kozlowski, S.W.J., DeShon, R.P.: A psychological fidelity approach to simulation-based training: theory, research, and principles. In: Salas, E., Elliott, L.R., Schflett, S.G., Coovert, M.D. (eds.) Scaled Worlds: Development, Validation, and Applications, pp. 75–99. Ashgate, Burlington (2004)
24.
go back to reference Loh, C.S., Sheng, Y., Li, I.-H.: Predicting expert–novice performance as serious games analytics with objective-oriented and navigational action sequences. Comput. Human Behav. 49, 147–155 (2015)CrossRef Loh, C.S., Sheng, Y., Li, I.-H.: Predicting expert–novice performance as serious games analytics with objective-oriented and navigational action sequences. Comput. Human Behav. 49, 147–155 (2015)CrossRef
25.
go back to reference Murias, K., Kwok, K., Castillejo, A.G., Liu, I., Iaria, G.: The effects of video game use on performance in a virtual navigation task. Comput. Hum. Behav. 58, 398–406 (2016)CrossRef Murias, K., Kwok, K., Castillejo, A.G., Liu, I., Iaria, G.: The effects of video game use on performance in a virtual navigation task. Comput. Hum. Behav. 58, 398–406 (2016)CrossRef
26.
go back to reference de Gortari, A.B.O., Aronsson, K., Griffiths, M.: Game transfer phenomena in video game playing. In: Evolving Psychological and Educational Perspectives on Cyber Behavior, pp. 170–189. IGI Global (2013) de Gortari, A.B.O., Aronsson, K., Griffiths, M.: Game transfer phenomena in video game playing. In: Evolving Psychological and Educational Perspectives on Cyber Behavior, pp. 170–189. IGI Global (2013)
27.
go back to reference Schmidt, R.A., Lee, T.D.: Motor Learning and Performance: From Principles to Application. Human Kinetics, Champaign (2014) Schmidt, R.A., Lee, T.D.: Motor Learning and Performance: From Principles to Application. Human Kinetics, Champaign (2014)
28.
go back to reference Terlecki, M., Brown, J., Harner-Steciw, L., Irvin-Hannum, J., Marchetto-Ryan, N., Ruhl, L., Wiggins, J.: Sex differences and similarities in video game experience, preferences, and self-efficacy: implications for the gaming industry. Curr. Psychol. 30, 22–33 (2011)CrossRef Terlecki, M., Brown, J., Harner-Steciw, L., Irvin-Hannum, J., Marchetto-Ryan, N., Ruhl, L., Wiggins, J.: Sex differences and similarities in video game experience, preferences, and self-efficacy: implications for the gaming industry. Curr. Psychol. 30, 22–33 (2011)CrossRef
Metadata
Title
Practice in Reality for Virtual Reality Games: Making Players Familiar and Confident with a Game
Author
Jeffrey C. F. Ho
Copyright Year
2017
DOI
https://doi.org/10.1007/978-3-319-67684-5_10