User experience and intent to adopt VR across levels of immersion: A case study of the flight simulation game Elite Dangerous
Author(s)
Aleshia Hayes | University of North Texas
Abstract
Many questions span industry and academia about the value and viability of Virtual Reality (VR). The cost and discomfort of current VR headsets leave many people wondering if Virtual Reality is worth the investment. The empirical study described in this discourse examined levels of immersion, reported realism, and presence reported by users of different consumer available immersive technologies, tradeoffs to attaining immersion, and users’ intention to adopt VR after experiencing the technologies. The researchers used Elite Dangerous, a space flight simulator game optimized for both VR and flat screen condition of the research. The study reported here explored the research question: do users reported a difference in levels of immersion, realism, and presence impacted by a VR device versus a flat monitor display? Participants noted intrusiveness, discomfort, controls being difficult to learn, and difficulty seeing in the VR condition. This diminished user satisfaction could be a barrier to anticipated benefits of VR, which highlights exigency for VR User Centered Design (UCD). Participants who experienced the flat screen experience first and VR headset second were significantly more likely to report an intent to adopt VR than those who only experienced the VR condition. This could lead to research on the impact of juxtaposition of new technology with existing technologies on user perception and the intent to adopt.
User experience and intent to adopt VR across levels of immersion: A case study of the flight simulation game Elite Dangerous
Description
Date and Location: 2/4/2025 | 04:10 PM - 04:30 PM | Grand Peninsula DSession Chair: Eleanor OKeefe | KBR
Paper Number: SD&A-341
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