Evaluating interaction mechanics in virtual reality gaming: from user studies to design recommendations
Abstract
By utilizing six-degrees-of-freedom (6DoF) interaction, virtual reality (VR) gaming often places greater demands on both the user’s motor skills and cognitive resources compared to gaming on non-immersive platforms. Satisfying VR interaction mechanics (IMs) should facilitate a state of flow by balancing challenge and enjoyment while minimizing negative VR-induced symptoms and effects (VRISE) that threaten user comfort and overall experience. In this paper, we present the results of three user studies involving a total of 90 participants (N = 30 per study), examining how different customizable parameters of commonly encountered IMs ( slash, pick-and-place, shoot ) affect both objective performance measures and subjective measures of player experience, workload, and VRISE. The studies were conducted in a laboratory environment utilizing a specialized testing platform. Our results indicate a general agreement between subjective measures of challenge, workload, and competence and measures of task performance. Observable variations in preferences among participants suggest there may not be a one-size-fits-all approach to implementing each of the tested mechanics. While participants most commonly preferred parameter configurations they deemed comparatively less demanding, for certain parameters a level of added challenge appeared to contribute toward a more fun experience. Despite a level of physical exertion experienced during the study session, participants reported a relatively low intensity of VRISE. Based on these findings, we propose a set of IM-specific recommendations for implementing the three mechanics investigated in this study. The proposed recommendations provide practical guidance for designing configurable VR IMs that balance player experience, performance, and comfort.