Presence and Platform: Effects of Embodiment Comparing a 2D Computer and 3D VR Game

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Scopus citations

Abstract

This randomized control study focused on how presence-the feeling of being there-is affected by the two factors of 1) embodiment (low versus high) and 2) learning platform (2D PC versus 3D Virtual Reality (VR)). Embodiment was deemed low if participants watched playbacks of the natural selection game in action, and it was deemed high if players used a physical gesture, either with a mouse or the VR hand control to manipulate the content. Two dependent variables of presence and engagement were assessed. The 147 participants were randomly assigned. Overall, those in the high embodiment conditions report higher presence, and overall those in the VR platform report higher presence. However, pairwise analyses showed that the high embodied PC group reported more presence than the low embodied VR group. This suggests that 'platform is not destiny'. If an educational game or application is not one that gives the learner control and agency, then both presence and engagement will be diminished.

Original languageEnglish (US)
Title of host publicationProceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020
EditorsDaphne Economou, Alexander Klippel, Heather Dodds, Anasol Pena-Rios, Mark J. W. Lee, Dennis Beck, Johanna Pirker, Andreas Dengel, Tiago M. Peres, Jonathon Richter
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages31-37
Number of pages7
ISBN (Electronic)9781734899504
DOIs
StatePublished - Jun 2020
Event6th International Conference of the Immersive Learning Research Network, iLRN 2020 - Virtual, Online, United States
Duration: Jun 21 2020Jun 25 2020

Publication series

NameProceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020

Conference

Conference6th International Conference of the Immersive Learning Research Network, iLRN 2020
CountryUnited States
CityVirtual, Online
Period6/21/206/25/20

Keywords

  • education
  • embodiment
  • mixed reality
  • natural selection
  • presence
  • STEM in VR
  • virtual reality

ASJC Scopus subject areas

  • Computer Science Applications
  • Media Technology
  • Education

Fingerprint Dive into the research topics of 'Presence and Platform: Effects of Embodiment Comparing a 2D Computer and 3D VR Game'. Together they form a unique fingerprint.

Cite this