Gamification and Hazard Communication in Virtual Reality: A Qualitative Study

被引:21
作者
Cavalcanti, Janaina [1 ]
Valls, Victor [2 ]
Contero, Manuel [1 ]
Fonseca, David [2 ]
机构
[1] Univ Politecn Valencia, Inst Res & Innovat Bioengn I3B, Camino Vera S-N, Valencia 46022, Spain
[2] Ramon Llull Univ, Architecture Dept, Le Salle Campus Barcelona,2 Quatre Camins St, Barcelona 08022, Spain
关键词
immersive player experiences; serious games; human-computer interaction; usability; user experience; warnings; learning engagement; head-mounted display; gamification methodologies; educational games; SMART CITY; TECHNOLOGY; ENVIRONMENTS; EDUCATION; ANXIETY; DESIGN; GAMES; FOCUS;
D O I
10.3390/s21144663
中图分类号
O65 [分析化学];
学科分类号
070302 ; 081704 ;
摘要
An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.
引用
收藏
页数:19
相关论文
共 88 条
[31]  
Gee JP, 2006, NORD J DIGIT LIT, V1, P172
[32]   Applying Learning Analytics to Detect Sequences of Actions and Common Errors in a Geometry Game [J].
Gomez, Manuel J. ;
Ruiperez-Valiente, Jose A. ;
Martinez, Pedro A. ;
Kim, Yoon Jeon .
SENSORS, 2021, 21 (04) :1-16
[33]   Applied Attention Theory [J].
Hockey, G. R. J. .
ERGONOMICS, 2009, 52 (02) :270-271
[34]  
Méndez JI, 2020, STUD SYST DECIS CONT, V273, P207, DOI 10.1007/978-3-030-38748-8_9
[35]  
Koster R., 2013, Theory of Fun for Game Design
[36]   Safety communications: Warnings [J].
Laughery, Kenneth R. .
APPLIED ERGONOMICS, 2006, 37 (04) :467-478
[37]   Adaptive Gamification for Learning Environments [J].
Lavoue, Elise ;
Monterrat, Baptiste ;
Desmarais, Michel ;
George, Sebastien .
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES, 2019, 12 (01) :16-28
[38]  
Le QT, 2015, INT J ENG EDUC, V31, P713
[39]   Warning symbols as reminders of hazards: Impact of training [J].
Lesch, Mary F. .
ACCIDENT ANALYSIS AND PREVENTION, 2008, 40 (03) :1005-1012
[40]  
Llorca Josep, 2018, Trends and Advances in Information Systems and Technologies. Advances in Intelligent Systems and Computing (AISC 747), P287, DOI 10.1007/978-3-319-77700-9_29