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dc.contributor.authorUz-Bilgin, Cigdem
dc.contributor.authorThompson, Meredith
dc.date.accessioned2022-05-19T12:16:52Z
dc.date.available2022-05-19T12:16:52Z
dc.date.issued2021-04-30
dc.identifier.urihttps://hdl.handle.net/1721.1/142598
dc.description.abstractAbstract A primary affordance of virtual reality (VR) headsets is to give the user spatial presence or the illusion of being in the virtual environment. Although considerable research connects VR to spatial presence, spatial awareness, and spatial ability, little is known about how users develop spatial presence in VR learning environments. This study addresses that gap by exploring spatial presence experience construction in a VR educational game and investigating whether users’ knowledge, game experience, and VR experience impact the establishment of spatial presence. In this study, 56 high school students played an immersive 3D VR cell biology game where players search for clues within a virtual cell to diagnose the cell. Findings suggest that players’ perceptions of spatial presence are linked to how they allocate their attention during the game, their level of interest in cellular biology, and their visual-spatial acuity, but are not linked to their game experience, VR experience, or prior knowledge of the content area. These results indicate that well-scaffolded, engaging virtual environments can foster spatial presence among users, regardless of prior knowledge or experience, and gives practitioners clues about how to design VR learning environments.en_US
dc.publisherSpringer Londonen_US
dc.relation.isversionofhttps://doi.org/10.1007/s10055-021-00528-zen_US
dc.rightsArticle is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.en_US
dc.sourceSpringer Londonen_US
dc.titleProcessing presence: how users develop spatial presence through an immersive virtual reality gameen_US
dc.typeArticleen_US
dc.identifier.citationUz-Bilgin, Cigdem and Thompson, Meredith. 2021. "Processing presence: how users develop spatial presence through an immersive virtual reality game."
dc.eprint.versionAuthor's final manuscripten_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dc.date.updated2022-05-19T03:30:03Z
dc.language.rfc3066en
dc.rights.holderThis is a U.S. government work and not under copyright protection in the U.S.; foreign copyright protection may apply
dspace.embargo.termsY
dspace.date.submission2022-05-19T03:30:03Z
mit.licensePUBLISHER_POLICY
mit.metadata.statusAuthority Work and Publication Information Neededen_US


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