A survey of challenges and methods for Quality of Experience assessment of interactive VR applications

S Vlahovic, M Suznjevic, L Skorin-Kapov - Journal on Multimodal User …, 2022 - Springer
User acceptance of virtual reality (VR) applications is dependent on multiple aspects, such
as usability, enjoyment, and cybersickness. To fully realize the disruptive potential of VR …

The 'eudaimonic experience': A scoping review of the concept in digital games research

R Daneels, ND Bowman, D Possler… - Media and …, 2021 - cogitatiopress.com
Digital games have evolved into a medium that moves beyond basic toys for distraction and
pleasure towards platforms capable of and effective at instigating more serious, emotional …

Towards collaborative learning in virtual reality: A comparison of co-located symmetric and asymmetric pair-learning

T Drey, P Albus, S der Kinderen, M Milo… - Proceedings of the …, 2022 - dl.acm.org
Pair-learning is beneficial for learning outcome, motivation, and social presence, and so is
virtual reality (VR) by increasing immersion, engagement, motivation, and interest of …

Something personal from the metaverse: goals, topics, and contextual factors of self-disclosure in commercial social VR

P Sykownik, D Maloney, G Freeman… - Proceedings of the 2022 …, 2022 - dl.acm.org
Current Social VR literature provides limited insight on one of the most critical behaviors for
developing and maintaining interpersonal relationships: self-disclosure. Therefore, we …

miniPXI: Development and validation of an eleven-item measure of the player experience inventory

A Haider, C Harteveld, D Johnson, MV Birk… - Proceedings of the …, 2022 - dl.acm.org
Questionnaires are vital in games user research (GUR) to assess player experience (PX).
However, having too many questions in surveys prevents wider uptake among GUR …

[HTML][HTML] The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences

N Ballou, A Denisova, R Ryan, CS Rigby… - International Journal of …, 2024 - Elsevier
Players' basic psychological needs for autonomy, competence, and relatedness are among
the most commonly used constructs used in research on what makes video games so …

Mastering uncertainty: A predictive processing account of enjoying uncertain success in video game play

S Deterding, MM Andersen, J Kiverstein… - Frontiers in …, 2022 - frontiersin.org
Why do we seek out and enjoy uncertain success in playing games? Game designers and
researchers suggest that games whose challenges match player skills afford engaging …

Audio matters too: How audial avatar customization enhances visual avatar customization

D Kao, R Ratan, C Mousas, A Joshi… - Proceedings of the 2022 …, 2022 - dl.acm.org
Avatar customization is known to positively affect crucial outcomes in numerous domains.
However, it is unknown whether audial customization can confer the same benefits as visual …

My Heart Will Go On: Implicitly Increasing Social Connectedness by Visualizing Asynchronous Players' Heartbeats in VR Games

L Hirsch, F Müller, F Chiossi, T Benga… - Proceedings of the ACM …, 2023 - dl.acm.org
Social games benefit from social connectedness between players because it improves the
gaming experience and increases enjoyment. In virtual reality (VR), various approaches …

Player-AI interaction: What neural network games reveal about AI as play

J Zhu, J Villareale, N Javvaji, S Risi, M Löwe… - Proceedings of the …, 2021 - dl.acm.org
The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI
interaction to the forefront of HCI research. This paper argues that games are an ideal …