Virtual Reality aids game navigation: Evidence from the hypertext Lostness measure

Publication date

2020-09-08

Authors

Ferguson, C.ISNI 000000049286012X
van den Broek, Egon LORCID 0000-0002-2017-0141ISNI 0000000395166232
van Oostendorp, HerreISNI 0000000034992416
de Redelijkheid, Sam
Giezeman, G.J.ISNI 0000000396975496

Editors

Advisors

Supervisors

Document Type

Article
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License

taverne

Abstract

Instead of traditional free movement, node-based movement can be used in virtual reality (VR) games. In node-based movement systems, players navigate by jumping to set locations. Node-based movement is similar to hypertext navigation. We show that the hypertext lostness measure can be used as a game analytic to evaluate navigational efficiency. In a randomized controlled trial with 25 adolescent participants, an immersive desktop game environment and a VR game environment were compared on the transmission of in-game educational content and navigational efficiency. Results show that the hypertext lostness measure is also valuable outside its original hypertext domain: in VR. VR did not improve players’ retention of factual knowledge, but did significantly improve players’ spatial knowledge and navigational efficiency. We conclude (a) the hypertext lostness measure is also valuable for node-based VR games and (b) VR games add to spatial learning, even when compared with already immersive desktop games.

Keywords

virtual reality (VR), knowledge, serious games, learning, lostness, navigation, Taverne, Human-Computer Interaction, Media Technology, Computer Science Applications, Applied Psychology, Education, SDG 3 - Good Health and Well-being

Citation

Ferguson, C, van den Broek, E L, van Oostendorp, H, de Redelijkheid, S & Giezeman, G J 2020, 'Virtual Reality aids game navigation : Evidence from the hypertext Lostness measure', Cyberpsychology, Behavior, and Social Networking, vol. 23, no. 9, pp. 635-641. https://doi.org/10.1089/cyber.2019.0435