This chapter focuses on users engaged in a VR serious game and how various user attributes might impact UX. Because this study relies on questionnaires for assessment, physiological measures were excluded. As a result, demographic questionnaires were employed in all studies. Furthermore, immersion tendency and simulator sickness were not assessed for all conditions but were regulated throughout the tests. Age and gender (RQ4.1) were particularly highlighted as demographic factors, as was a prior experience with VR (RQ4.2). This study examined how users of various ages, genders, and levels of experience perceive the user experience in VR serious games.

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Human IF

  • Tanja Kojić

摘要

This chapter focuses on users engaged in a VR serious game and how various user attributes might impact UX. Because this study relies on questionnaires for assessment, physiological measures were excluded. As a result, demographic questionnaires were employed in all studies. Furthermore, immersion tendency and simulator sickness were not assessed for all conditions but were regulated throughout the tests. Age and gender (RQ4.1) were particularly highlighted as demographic factors, as was a prior experience with VR (RQ4.2). This study examined how users of various ages, genders, and levels of experience perceive the user experience in VR serious games.