Publication:
Comparing Performance and Experience in VR vs. Real-World Through a Puzzle Game

dc.contributor.authorChoueib, Ahmed
dc.contributor.authorBerkman, Mehmet Ilker
dc.contributor.editorCosta, LV
dc.contributor.editorZagalo, N
dc.contributor.editorVeloso, AI
dc.contributor.editorClua, E
dc.contributor.editorArnab, S
dc.contributor.editorVairinhos, M
dc.contributor.editorGomes, D
dc.contributor.institutionBahcesehir University
dc.date.accessioned2025-10-09T10:39:38Z
dc.date.issued2024
dc.description.abstractThe study aims to explore the VR gaming experience in comparison to real-world gameplay. User performance and experience is compared in an HMD VR puzzle game and its real-world toy replica, with 28 participants in a within-subjects experimental design. Mean comparisons on task time and success rate do not have a significant difference, as well as the subjective task load and task performance obtained through NASA-TLX. The subjective game user experience measures also did not reveal any significant difference between the toy and VR gameplay, except the Enjoyment measures viaGameUser Experience Satisfaction Scale. Findings suggest that the VR gaming experiences can replace with the real-world gameplay, within the context of a cognitive tasks in a limited representation of spatial surrounding. The interactions with the nearby objects in an HMD-based virtual environment and real-world lead to very similar measurements of user performance and experience.
dc.identifier.conferenceDateNOV 28-30, 2023
dc.identifier.conferenceName13th International Conference on Videogame Sciences and Arts (VJ)
dc.identifier.conferencePlaceAveiro, PORTUGAL
dc.identifier.conferenceSponsorPortuguese Soc Video Games Science
dc.identifier.doi10.1007/978-3-031-51452-4_6
dc.identifier.endpage85
dc.identifier.isbn978-3-031-51451-7
dc.identifier.isbn978-3-031-51452-4
dc.identifier.issn1865-0929
dc.identifier.issn1865-0937
dc.identifier.startpage72
dc.identifier.urihttp://dx.doi.org/10.1007/978-3-031-51452-4_6
dc.identifier.urihttps://hdl.handle.net/20.500.14719/14718
dc.identifier.volume1984
dc.identifier.wosWOS:001258743700006
dc.identifier.woscitationindexConference Proceedings Citation Index - Science (CPCI-S)
dc.identifier.woscitationindexConference Proceedings Citation Index - Social Science & Humanities (CPCI-SSH)
dc.language.isoen
dc.publisherSPRINGER INTERNATIONAL PUBLISHING AG
dc.relation.sourceVIDEOGAME SCIENCES AND ARTS, VJ 2023
dc.relation.sourceCommunications in Computer and Information Science
dc.subject.authorkeywordsvirtual reality
dc.subject.authorkeywordstask load
dc.subject.authorkeywordspresence
dc.subject.authorkeywordsuser experience
dc.subject.authorkeywordspuzzle
dc.subject.authorkeywordsgame
dc.subject.authorkeywordsreal-world
dc.subject.indexkeywordsWORKLOAD
dc.subject.indexkeywordsTASK
dc.subject.wosArt
dc.subject.wosComputer Science, Interdisciplinary Applications
dc.subject.wosComputer Science, Theory & Methods
dc.titleComparing Performance and Experience in VR vs. Real-World Through a Puzzle Game
dc.typeProceedings Paper
dspace.entity.typePublication
local.indexed.atWOS
person.identifier.orcidBerkman, Mehmet Ilker/0000-0002-2340-9373
person.identifier.ridBerkman, Mehmet/AAA-1005-2019

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