Yang Ling, Xiao Daibo
Schools of Economics and Trade, Guangzhou Xinhua University, Guangdong, China.
Faculty of Humanities and Social Sciences, City University of Macau, Macao, Macao SAR, China.
Front Hum Neurosci. 2024 Nov 20;18:1495845. doi: 10.3389/fnhum.2024.1495845. eCollection 2024.
Virtual reality (VR) games, propelled by advancements in VR and artificial intelligence technologies, offer a level of realism and interactivity that traditional games cannot match. However, despite their immersive potential, VR games have not yet reached the widespread popularity of their conventional counterparts. While VR can craft the illusion of a parallel reality, users often remain cognizant of the delineation between the virtual and the real.
In this paper, we employ a blend of qualitative and quantitative research methods to explore the impact of familiarity with virtual environments and interactive elements on users sense of embodiment, flow experience, and their intention to continue playing VR games. Additionally, we examine the moderating influence of perceived cost within this framework.
Our analysis of 307 collected responses, facilitated by PLS-SEM, reveals that familiarity with interactivity is positively associated with both sense of embodiment and flow experience, whereas familiarity with the virtual scene primarily influences sense of embodiment. Interestingly, perceived cost exerts a positive moderating effect on the relationship between flow experience and the intention to persist with VR gaming, while it negatively moderates the impact of sense of embodiment on this intention. This study offers theoretical insights that can guide future research in the domain of VR gaming, as well as practical takeaways for companies in the VR game industry, shedding light on how to enhance user engagement and sustain long-term interest in VR gaming experiences.
在虚拟现实(VR)和人工智能技术进步的推动下,VR游戏提供了一种传统游戏无法比拟的真实感和交互性。然而,尽管具有沉浸式潜力,VR游戏尚未达到传统同类游戏那样的广泛普及程度。虽然VR可以营造出平行现实的错觉,但用户通常仍能意识到虚拟与现实之间的界限。
在本文中,我们采用定性和定量相结合的研究方法,探讨对虚拟环境和交互元素的熟悉程度对用户的身体沉浸感、心流体验以及继续玩VR游戏意愿的影响。此外,我们还考察了在此框架下感知成本的调节作用。
我们通过PLS-SEM对收集到的307份回复进行分析,结果显示,对交互性的熟悉程度与身体沉浸感和心流体验均呈正相关,而对虚拟场景的熟悉程度主要影响身体沉浸感。有趣的是,感知成本对心流体验与坚持玩VR游戏意愿之间的关系具有正向调节作用,而对身体沉浸感对该意愿的影响具有负向调节作用。本研究提供了理论见解,可指导VR游戏领域的未来研究,同时也为VR游戏行业的公司提供了实际启示,阐明了如何提高用户参与度并维持对VR游戏体验的长期兴趣。