The Effects of Context-Sensitive Tutorials in Virtual Reality Games

Virtual reality (VR) devices have become popular in recent time due to the release of several consumer grade VR devices. Currently games are considered one of the primary use cases for VR. Game mechanics in VR games frequently work differently compared to non-VR games. However, there is no prevalent way how to teach game mechanics and game interaction to players in VR games. In this work we implemented a VR wave shooter game with two variants of a tutorial. We conducted a user study (n = 39) examining the effects of a context-sensitive tutorial on players' experience compared to a traditional instruction screen tutorial. The results show that the context-sensitive tutorial elicited higher positive emotions, lower negative emotions, and higher motivation while immersion and performance were comparable. These findings highlight that tutorials should not be seen as a separate introduction to a game but part of the overall experience as they can directly influence the players' experience.

[1]  Julian Frommel,et al.  ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users , 2017, CHI.

[2]  Julian Togelius,et al.  Experience-Driven Procedural Content Generation , 2011, IEEE Transactions on Affective Computing.

[3]  Pierre-Majorique Léger,et al.  The Effect of Game Tutorial: A Comparison Between Casual and Hardcore Gamers , 2016, CHI PLAY.

[4]  F. Coffield Learning styles and pedagogy in post-16 learning: a systematic and critical review , 2004 .

[5]  Julian Frommel,et al.  Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition , 2015, CHI PLAY.

[6]  Ernest Adams,et al.  Fundamentals of Game Design , 2006 .

[7]  M. Bradley,et al.  Measuring emotion: the Self-Assessment Manikin and the Semantic Differential. , 1994, Journal of behavior therapy and experimental psychiatry.

[8]  Terry E. Duncan,et al.  Psychometric properties of the Intrinsic Motivation Inventory in a competitive sport setting: a confirmatory factor analysis. , 1989, Research quarterly for exercise and sport.

[9]  Alex Musa,et al.  The Witcher 3 - Wild Hunt , 2016 .

[10]  Rajiv V. Dubey,et al.  Point & Teleport Locomotion Technique for Virtual Reality , 2016, CHI PLAY.

[11]  Tuck Wah Leong,et al.  Exploring Gameplay Experiences on the Oculus Rift , 2015, CHI PLAY.

[12]  Karolien Poels,et al.  The relationship between player involvement and immersion: An experimental investigation , 2013, FDG.

[13]  R. Pekrun The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice , 2006 .

[14]  Richard Rouse,et al.  Game design : theory and practice , 2001 .

[15]  Juho Hamari,et al.  Player Types: A Meta-synthesis , 2014, Trans. Digit. Games Res. Assoc..

[16]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[17]  Rafael Bidarra,et al.  In Press: Ieee Transactions on Computational Intelligence and Ai in Games Adaptivity Challenges in Games and Simulations: a Survey , 2022 .

[18]  K. Ecclestone,et al.  Learning styles and pedagogy in post-16 learning , 2004 .

[19]  Lennart E. Nacke,et al.  Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience , 2009, ArXiv.

[20]  Julian Frommel,et al.  Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games , 2017, Serious Games and Edutainment Applications.

[21]  Yun-En Liu,et al.  The impact of tutorials on games of varying complexity , 2012, CHI.

[22]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[23]  John E. Laird,et al.  Learning to play , 2009 .

[24]  Cd Projekt Red The witcher. III. Wild hunt : jeu vidéo , 2015 .