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This study was conducted to compare the emotional impact of 2D game characters presented on a computer screen with that of 3D game characters presented in an immersive Virtual Reality (VR) environment. We used a think-aloud protocol, in which unprompted emotional utterances were counted, and an emotion self-report survey (PANAS-X) to compare player experiences in 2D versus VR gameplay. PANAS-X survey results indicated that emotion arousal was significantly higher for VR than 2D gameplay. Unprompted, verbal utterances were also significantly more frequent for VR gameplay than 2D, with a large effect size. The data suggests that immersive 3D gameplay elicits higher emotion arousal compared to 2D gameplay of the same game.
Christopher Hovey, New York University
Shashank K Pawar, New York University
Jan L. Plass, New York University