Sangam: A Confluence of Knowledge Streams

Processing presence: how users develop spatial presence through an immersive virtual reality game

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dc.creator Uz-Bilgin, Cigdem
dc.creator Thompson, Meredith
dc.date 2022-05-19T12:16:52Z
dc.date 2022-05-19T12:16:52Z
dc.date 2021-04-30
dc.date 2022-05-19T03:30:03Z
dc.date.accessioned 2023-03-01T18:08:25Z
dc.date.available 2023-03-01T18:08:25Z
dc.identifier https://hdl.handle.net/1721.1/142598
dc.identifier Uz-Bilgin, Cigdem and Thompson, Meredith. 2021. "Processing presence: how users develop spatial presence through an immersive virtual reality game."
dc.identifier.uri http://localhost:8080/xmlui/handle/CUHPOERS/278900
dc.description Abstract 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.
dc.format application/pdf
dc.language en
dc.publisher Springer London
dc.relation https://doi.org/10.1007/s10055-021-00528-z
dc.rights Article 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.
dc.rights This is a U.S. government work and not under copyright protection in the U.S.; foreign copyright protection may apply
dc.source Springer London
dc.title Processing presence: how users develop spatial presence through an immersive virtual reality game
dc.type Article
dc.type http://purl.org/eprint/type/JournalArticle


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