On the relationship between subjective and objective measures of virtual reality experiences : a case study of a serious game

Inmaculada Rodríguez, Anna Puig, Juan Antonio Rodríguez-Aguilar, Josep Lluis Arcos, Sergi Cebrián, Anton Bogdanovych, Nuria Morera, Raquel Piqué, Antoni Palomo

Research output: Chapter in Book / Conference PaperConference Paperpeer-review

Abstract

![CDATA[In this paper we present a Virtual Reality game related to Cultural Heritage. We contribute with an analysis of subjective measures taken from questionnaires filled by users after the VR experience, and objective measures taken from logs during the VR game. Specifically, we were interested on study data globally and in groups of user behaviour. Analysing data globally we see a high value of users’ subjective perceptions. Nevertheless, we found differences of subjective measures when splitting the Novice group. Specifically, the subjective perception of Strugglers is considerably lower than the rest of groups, and this difference is significant. Then, we propose strategies to provide a better experience to Strugglers. We also found correlations between objective and subjective data when they were analysed globally (i.e. without using groups), but these measures did not correlate when they were analysed using behaviour groups.]]
Original languageEnglish
Title of host publicationProceedings of the 3rd International Symposium on Gamification and Games for Learning (GamiLearn'19), Barcelona, Spain, October 22, 2019
PublisherCEUR-WS
Number of pages7
Publication statusPublished - 2019
EventInternational Symposium on Gamification and Games for Learning -
Duration: 22 Oct 2019 → …

Publication series

Name
ISSN (Print)1613-0073

Conference

ConferenceInternational Symposium on Gamification and Games for Learning
Period22/10/19 → …

Open Access - Access Right Statement

© 2019 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0) (https://creativecommons.org/licenses/by/4.0/).

Keywords

  • cultural property
  • gamification
  • virtual reality

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