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Comparing Player Experience in Video Games Played in Virtual Reality or on


Desktop Displays: Immersion, Flow, and Positive Emotions

Conference Paper · October 2019


DOI: 10.1145/3341215.3355736

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Comparing Player Experience in Video
Games Played in Virtual Reality or on
Desktop Displays: Immersion, Flow,
and Positive Emotions
Federica Pallavicini (PhD) Alessandro Pepe (PhD) (Driveclub) conditions. The Game Experience
Università degli Studi di Università degli Studi di Questionnaire was used to assess player experience.
Milano-Bicocca, Milan, Italy Milano-Bicocca, Milan, Italy The results showed that (a) performance on the game
federica.pallavicini@unimib.it alessandro.pepe1@unimib.it was the same in virtual reality and desktop condition;
(b) the video game played in virtual reality was able to
elicit more intense positive emotions; (c) the sense of
Abstract immersion and flow was greater in virtual reality as
Scientific knowledge of the differences between video opposed to the desktop condition; and (d) the
games played in virtual reality and on desktop displays fulfillment of psychological needs was independent of
in terms of player experience is still limited. Therefore, the display modality.
this study aimed to explore differences in immersion,
flow, positive emotions, and psychological needs (i.e., Author Keywords
challenge, competence, and tension/annoyance) Virtual Reality; Video Games; Virtual Reality Gaming;
between a video game played in virtual reality and on a Emotion; Flow, Immersion; Player Experience.
desktop display. Thirty young adults played a racing
game in virtual reality (Driveclub VR) and desktop CSS Concepts
• Software and its engineering → Software
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are organization and properties → Contextual
not made or distributed for profit or commercial advantage and that software domains → Virtual worlds software →
copies bear this notice and the full citation on the first page. Copyrights
Interactive games; Human-centered
for components of this work owned by others than ACM must be honored.
Abstracting with credit is permitted. To copy otherwise, or republish, to computing → Human computer interaction
post on servers or to redistribute to lists, requires prior specific permission (HCI) → HCI design and evaluation
and/or a fee. Request permissions from Permissions@acm.org.
CHI PLAY EA '19, October 22–25, 2019, Barcelona, Spain methods → Laboratory experiments
© 2019 Association for Computing Machinery.
ACM ISBN 978-1-4503-6871-1/19/10. $15.00
https://doi.org/10.1145/3341215.3355736
Introduction the enjoyment of the player [2, 17]. To be entertaining
According to the Entertainment Software Association and enjoyable, video games need to be able to
(ESA), in 2017, the total consumer expenditure on the motivate the user to play and to persist in challenging
video game industry was about 36 billion in the USA tasks. This is possible only if the game is able to offer
alone, representing an increase of over 12 billion since something more than just an exciting experience, that
2007 [8]. Interestingly, 63% of the most frequent is, it needs to provide a good player experience [63].
players reported that they are familiar with a new
gaming device: virtual reality systems [9]. Only in Unlike the concepts of playability and game usability
2016, just over a year after the first commercial Head that refer to the technological level [34, 36], player
Mounted Displays (HMDs) were released, 15% of experience is related to the individual and personal
players declared having tried to play through virtual experience of playing games and describes the quality
reality technologies [8]. Virtual reality gaming of the player-game interactions [34]. In particular, this
represents an increasing portion of the video game term refers to an individual’s perception of the
industry, reflecting dramatic changes in game graphics interaction between him/her and the game [13], and it
and mechanics that have been evolving since the early is derived from the phenomenon of user experience
‘80s. By mid-2018, HTC Vive, with 35.7% of revenue (UX), which refers to the subjective assessment of a
market share, became the market leader compared to product [15]. Although no univocal definition of player
Sony’s 12.6% and Oculus’ 9% [49]. experience exists in literature, some elements are
considered to be fundamental, including immersion,
Thanks to its unique features in terms of interaction flow, and positive emotions felt by the players [29, 63].
and to the ability to completely immerse the player in
the game, virtual reality gaming constitutes one of the Immersion is a complex term, which refers to different
most interesting advancements in the contemporary concepts depending on the specific definition (e.g., [29,
video games scene, being able to provide innovative 31]. In general, immersion is described as “the
experiences for present and future players [16, 43]. quantifiable description of a technology, which includes
How does virtual reality affect the player experience? the extent to which the computer displays are
Scientific knowledge and studies on this topic are still extensive, surrounding, inclusive, vivid and matching”
limited (e.g., [40, 43, 57]; therefore, several research [53]. Technologies can immerse their users in a virtual
questions are still unexplored. environment to different degrees: from a simple non-
immersive presentation on a computer screen (i.e., or
What is a good game? The concept of player experience desktop displays) to immersive systems, such as HMDs
The goal of video game designers and producers has like Oculus Rift (Oculus) or HTC Vive (HTC and Valve
always been to create better products compared to Corporation) [43]. Regarding the gaming experience,
their competitors. A game is chosen among others immersion refers instead to a particular player’s mental
because of its specific entertainment values [5, 51], state, and it is commonly defined as “the sense of
and the main feature of a successful computer game is
being lost in the game where players lose awareness of individuals to engage in a game to feel that they are
their surroundings and their day-to-day concerns” [22]. able to meet the requirements of tasks they want to
complete [48, 63]. In addition, another element that is
The sense of immersion into mediated computerized fundamental in creating the motivation to stay engaged
environments in general and computer games, in in gaming environments is challenge [4, 27, 60]. When
particular, has previously been explained through the challenge is out of balance, in fact, the player can
(spatial) presence and flow [30, 61]. Even if these experience negative emotions, including tension (low
concepts share conceptual similarities, such as skill and high task difficulty) or annoyance (high skill
immersive components and intense feelings, they refer and low task difficulty) [50].
to different theoretical constructs [30]. In particular,
while presence relates to a sense of spatial immersion Methods to assess the player experience
in a mediated environment [54], flow is generally Given the importance of all the above described
defined as the optimal experience when nothing else elements in the creation of a successful video game,
matters [6, 35]. With respect to computer games, the understanding and attempting to measure the player
flow has been defined as the sensation of influencing experience has become a core part of game user
the activity in the virtual world (“gaming in action”) research (GUR), a formal process with its own set of
[62], and it is recognized as a central element of techniques aimed at finding the desired experience for
exciting gaming experiences [5, 33, 34]. a computer game [63]. Several instruments have been
developed to evaluate player experience, including
In addition to the sense of immersion and flow, positive interviews, self-report questionnaires, and the
emotions are considered to be crucial to creating recordings of players’ psychophysiological signals [32,
enjoyable (and bestselling) video games [38, 29, 58]. 33]. Surveys represent the easiest and least expensive
The fundamental objective of computer games is to approach to assess player experience, as they are quick
entertain the player and elicit positive emotions, such to administer and non-invasive with respect to the
as happiness, and surprise [58], which have been gaming experience [63]. However, many
proven to have positive effects on the psychological questionnaires are limited in that they only measure
well-being of the player [14, 23, 41]. Positive emotions one or two aspects that contribute to player experience
are essentials for the sake of curiosity and ability to [44, 45]. On the contrary, some surveys have been
learn new things and thus for using a game more developed to offer an overview of the most significant
frequently [3, 10]. elements of the player experience. Among these, some
of the most used by game researchers are the Game
Another important element of player experience in User Experience Satisfaction Scale (GUESS) [44], the
video games is linked to their ability to fulfill users’ Core Elements of the Gaming Experience Questionnaire
psychological needs [47, 48, 56]. Among these, one of (CEGEQ) [3], and the Game Experience Questionnaire
the most important concerns is the concept of (GEQ) [20].
competence, which refers to the intrinsic motivation of
The effect of display format on performance and player An even more limited number of studies have
experience investigated other fundamental aspects of the player
The number of studies that have investigated the effect experience in virtual reality games. As for the
of virtual reality, a product that entered the gaming immersion, two previous studies reported slightly
market in these last years, on player experience is still higher, though not statistically significant, scores after
limited, and the existing studies provide inconsistent virtual reality compared to desktop game conditions
findings. The few previous studies have focused mainly [28, 59]. In contrast, in another recent study, playing
on the effect of playing in virtual reality as opposed to in virtual reality has been perceived as more immersive
desktop displays on the game’s performance and as well as more flow inducing compared to playing the
usability, reporting heterogeneous results. Whereas same game on a computer desktop [57]. Furthermore,
some studies have reported greater performance and regarding players’ psychological needs, only one study
usability in the desktop system compared to virtual has been conducted so far, reporting no differences in
reality ones [28,57], other research has not reported intrinsic motivation, play engrossment, creative
significant statistical differences [43,52]. freedom, and personal gratification between a game
played in virtual reality or on a desktop display [59].
Some of the previous studies conducted on the subject
have instead explored the effect of the display format The aim of the study
on players' emotional experience, providing Given the rapid growth and diffusion of virtual reality
inconsistent results. In particular, while a higher video games in the gaming market during the last
intensity in terms of arousal has been observed in years and their unique characteristics, especially in
virtual reality games compared to desktop ones, both terms of immersion and interactivity, it becomes
at psychological and physiological levels [40, 43, 52], increasingly important to study the ways in which this
in contrast, a recent study has reported no statistically technology can change the players’ experience
significant differences in arousal between the virtual compared to less immersive devices, such as desktop
reality (i.e., Oculus Rift - Oculus) and the desktop (i.e., displays. However, the number of studies that have
a set of three displays defining a field of view of investigated the effect of virtual reality or desktop
approximately 135°) experience of a commercial racing display modalities on gaming experience using
video game (Project Cars - Bandai Namco commercial video games is still limited, offering only
Entertainment) [59] inconsistent findings. In addition, most of these studies
have focused almost exclusively on usability issues.
Interestingly, the few existing studies have reported a
greater increase in positive emotions after playing a Within the context described above, this study aimed to
virtual reality game compared to desktop displays [40, explore differences in key elements of player
43, 52]. Specifically, after a virtual reality gaming experience (i.e., immersion, flow, positive and negative
experience, a statistically greater increase in happiness emotions, challenge, competence, and
[40,43], and surprise [43] have been reported. tension/annoyance) between a video game played in
virtual reality and on a desktop display. In particular, experience with the video game adopted in the study
the main hypotheses of this study were: (i.e., Driveclub and Driveclub VR). The study received
ethical approval by the Ethical Committee of the
 H1. Differences between virtual reality and University of Milano-Bicocca. The research was
desktop display in performance and usability conducted in accordance to American Psychological
will be non-significant; Association [1] ethical principles and code of conduct.
 H2. The video game played in virtual reality
will elicit more positive emotions compared to Participants
the game played via the desktop display At the beginning of the experimental session, the
modality; participants completed the following self-report
 H3. Immersion and flow in virtual reality will be questionnaire:
more intense compared to the desktop
condition; Demographics
 H4. Differences between virtual reality and Participants were asked to indicate their gender
desktop condition in players’ self-reported (“female” or “male”) their age, whether they had
psychological needs (i.e., challenge, previous experience with virtual reality (“yes” or “no”),
tension/annoyance, and sense of competence) and the mean hours spent gaming per week.
will be non-significant.
Game Experience Questionnaire (GEQ)
Materials and method The GEQ is a self-reported questionnaire developed by
Participants IJsselsteijn and colleagues to assess core elements of
Thirty participants, 15 females and 15 males; age m= player experience [20]. Previous studies have shown
23.5 (SD = 4.28; min-max=19-35); years of education that the GEQ is a sufficiently accurate measure of
m =14.8 (SD = 1.75, min-max=13-18) were recruited player experience [20,63]. In this study, the
from students and personnel of the University of participants completed the core module of the GEQ
Milano-Bicocca and of other universities in Milan comprising 33 items measuring seven different
between March and May 2017. One third of the sample subscales on a 5-point Likert scale, ranging from “not
(n=10) had previous experience with virtual reality at all” to “extremely.” The subscales are sensory and
games. The means of hours spent in gaming per week imaginative immersion (e.g. ‘I was interested in the
was 8.6 (SD=10.3) and the previous experience with game’s story’, ‘I felt imaginative’), flow (e.g. ‘I was
racing game was 3.1 (SD=1.7). No credits or economic fully occupied with the game’, ‘I lost track of time’),
rewards were provided during the research. In order to negative affect (e.g. ‘It gave me a bad mood’, ‘I found
be included in the study, individuals had to meet the it tiresome’), positive affect (e.g. ‘I felt content’, ‘I felt
following criteria: (1) age between 18 and 35 years old; happy’), competence (e.g. ‘I felt skillful’, ‘I felt
(2) no significant visual impairment (all with normal or competent’), tension/annoyance (e.g. ‘I felt annoyed’,
corrected-to-normal visual acuity); (3) no previous
‘I felt irritable’), and challenge (e.g. ‘I thought it was Quattro). Every race was played against other seven
hard’, ‘I felt pressured’). non-playable characters (NPCs) generated
automatically by the game. The dependent variables
The Italian version of the questionnaire was created used to evaluate the video game performance were:
using a back-translation procedure. A bilingual expert (a) the time (in seconds) to complete the first lap, (b)
translated the GEQ items into Italian while retaining the time (in seconds) to complete the second lap, and
their linguistic and conceptual correspondence with the (c) the total time (in seconds) to finish the race.
original version. Subsequently, a second bilingual
person retranslated it into English. A research Experimental design
committee that included the authors of this article A within-subjects design has been used to compare the
compared the wording of the Italian and English forms player experience of the two experimental conditions.
of the questionnaire and created the version of the GEQ Specifically, the study compared the following
based on the consensual agreement. The reliability of conditions:
the GEQ appeared to be generally good (.70 < α. <.
86), even if the internal consistency of specific  Virtual reality condition: participants were
subscales was just acceptable (Sensory and imaginative seated at a desk and asked to wear the
immersion: α = .69, challenge: α = .69, positive PlayStation VR (Sony Interactive
emotions: α = .67). According to the indication given Entertainment) headset and play Driveclub VR
by Nunnally & Bernstein [37], only one subscale was using the standard wireless PS4 Pro controller
considered as weak and not acceptable: negative (Sony Interactive Entertainment).
emotions (α=.44).  Desktop condition: individuals were seated at a
desk in front of a 32" TV monitor (Samsung HD
Video game Flat Series 4 K4100) positioned at about 1
The video game tested in this study was Driveclub, a meter. Participants were asked to play
racing game developed by Evolution Studios and Driveclub using a standard wireless PS4
published by Sony Computer Entertainment Europe in controller (Sony Interactive Entertainment).
2014. A version of the game in virtual reality - The point of view of the player during the
Driveclub VR – was developed in 2016 to accompany gameplay was set to the classic mode.
the release of PlayStation VR (Sony Interactive
Entertainment). In this study, the participants were Procedure
asked to play a single event, select “Canada” as the At the start of the experimental session, individuals
country, and complete a two-lap “Maplewood 2” race. were asked to complete the self-report questionnaire
The players were instructed to complete the assessing their demographic and gaming habits. The
competition as fast as possible. The level of the game’s
difficulty was set as “easy,” and the players were
assigned the standard car set by the game (Audi A1
order of presentation of each (virtual reality vs. desktop display) was Hypothesis 1
experimental condition counterbalanced for each participant following a With regards to the H1, a paired-samples t-test was
previously established randomization schema. Before conducted to compare performance on the video game
Virtual
Desktop the gameplay experience, the participants were asked in the virtual reality and desktop conditions. The results
Reality
to complete a two laps trial of Driveclub VR using the supported the idea performance did not differed
Time 76 77 “Maplewood 2” track (Canada), in order to familiarize between the two conditions with respect to both lap1
Lap 1 (5.49) (5.6) themselves with the game and controls. After [t(29)= 1.55, p = .130 ] and lap2 [t(29)= 1.27, p =
Time 70 71 completing each gameplay modality, they answered the .211].
Lap 2 (4.7) (5.2) GEQ. The complete experience took about 40 minutes.
Hypothesis 2
Total 146
149 (5.4) Strategy of data analysis When H2 was considered, the comparison between
Time (5.1)
The process of statistical analyses consisted of two conditions revealed that the virtual reality condition
Table 1: Descriptive statistics on successive stages. An initial phase of data pre- elicited more positive emotions than the desktop
performance at the video game processing phase was set in order to evaluate if scores condition [t(29)= 4.78, p = 4.6*10-5; d = .71].
were normally distributed (skewness and kurtosis
Virtual
Desktop values) and to compute multi-variate outliers Hypothesis 3
Reality
(Mahalanobis’ distance was set to be equal .001). No When measures of immersion and flow were taken into
3.2 2.3 multivariate outliers were skipped. All variables under consideration, the paired t-test supported H3. This
Immersion
(0.81) (0.63) study were normally distributed with skewness values mean that participants in the virtual reality condition
3.6 2.7 ranging within the [-2; +2] range [12]. No missing tended to report higher scores on both immersive
Flow values were found. Next, paired t-test analysis were [t(29)= 8.01, p = 7.7*10-9; d = 1.15] and flow
(0.88) (0.66)
applied in order to test the different hypothesis of the [t(29)= 6.75, p = 2.1*10-7; d = 1.24] scores.
Positive 4.1 3.5
study. This kind of analysis is usually used to compare
emotions (0.78) (0.73)
two set of scores means where two different Hypothesis 4
2.1 2.1 measurements are applied to the same subjects [19]. Finally, the analysis provided support to H4, meaning
Challenge
(0.65) (0.65) Bonferroni’s correction [55] of statistical significance that the scores for the two conditions did not reported
was applied (p < .025). Cohen’s d was computed for statistically significant differences in levels of challenge
1.2 1.1
Tension statistically significant differences in order to provide a [t(29)= 0.25, p = .446], tension/annoyance [t(29)=
(0.42) (0.38)
benchmark for effect sizes [46]. All analysis were 0.77, p = .801] and competence [t(29)= 1.81, p =
2.9 2.6 performed by using the Statistical Package for Social .081]. Analysis of effect sizes (d) suggested that the
Competence
(0.88) (0.92) Science (SPSS), version 25.0. stronger differences between the two conditions were
found with respects to immersion and flow reporting a
Table 2: Descriptive statistics on
Results large effect size. Positive emotion reported a medium
Game Experience Questionnaire
(GEQ) in the two experimental Descriptive statistics effect size. On the contrary, other differences were not
conditions Descriptive statistics were reported in Table 1 and statistical significant.
Table 2.
Discussion virtual reality [28, 57] have adopted a much less
Video game performance technologically advanced HMD (i.e., the Oculus Rift
Starting from the first main hypothesis of this study, as Developer Kit 1 - Oculus). Consequently, it is possible
hypothesized, the results showed no differences that thanks to the rapid and significant technical
between virtual reality and desktop display in video improvements observed in the commercial HMDs
game’s performance. In particular, the participants in released in recent years, the differences between
the two experimental conditions (i.e., virtual reality virtual reality and desktop systems have strongly
versus desktop display modality) showed no differences decreased.
with respect to the time taken to complete the race,
considering both the single laps (i.e., lap 1 and lap 2) The inconsistent findings could be further explained by
and the total time played. This result is consistent with the different tasks used to evaluate video game
previous studies that reported no differences between performance. While the players in our study were asked
commercial video games played in virtual reality or on to perform a simple driving action, the research that
the desktop in performance and usability (e.g., [43,52]. observed a better performance on desktop systems
It is interesting to note that these results were obtained compared to virtual reality ones required the
by testing games of different genres: FPS (Smash Hit - participants to perform more complex actions, such as
Mediocre AB) [40, 43], strategy (i.e., Defense Grid 2 - targeting (i.e., aiming and shooting enemies, picking up
Hidden Path Entertainment) [52], survival horror weapons), and jumping [28, 57]. Future studies are
(Resident Evil 7: Biohazard – Capcom) [40], and in this needed to verify the findings. It would be also
study, a racing game. interesting to test other commercial virtual reality
systems, like HTC Vive (Vive and Valve Corporation),
Nonetheless, some previous studies that tested other which offers a gaming experience at the highest levels
FPS games (i.e., Team Fortress 2 – Valve Software; of interaction and which has not yet been the subject of
Half-Life 2 – Valve Software) have found a better specific evaluation in term of performance and player
performance on desktop displays compared to virtual experience.
reality [28, 57]. Various reasons could explain such
non-homogenous results. One possible explanation Positive emotions after the gameplay experience
could be related to the different type of HMDs adopted. Regarding the second main hypothesis of this study
In particular, this as well as other studies that reported (i.e., the video game played in virtual reality will elicit
no performance differences between games played in more positive emotions compared to the desktop
virtual reality or on desktop displays have used recently display modality), the results have shown that playing
released commercial HMDs: Oculus Rift (Oculus) [52], in virtual reality is able to elicit more intense positive
Samsung Gear VR (Oculus) [42, 43], and PlayStation emotions compared to a video game experienced on a
VR (Sony Interactive Entertainment) [40]. In contrast, desktop display. In particular, the results regarding
studies that observed a better performance and GEQ’s positive emotions subscale were statistically
usability in desktop display modalities compared to higher in the virtual reality condition compared to the
desktop display modality. With a few exceptions [59], gaming, the results emphasize the unique possibilities
recent studies have shown similar results, showing that of virtual reality to amuse and positively involve the
virtual reality games are more effective in inducing player, creating memorable experiences from an
positive emotions compared to desktop video games emotional point of view. On the other hand, thanks to
(e.g., [52, 57] for several reasons. First, it is possible the ability to induce positive emotions, commercial
that, given that virtual reality only recently became virtual reality video games could become tools to
known to the public, this technology elicits the so-called promote the player's psychological well-being. These
“wow effect” in people, defined as a temporary state of tools can potentially be even more effective compared
awe triggering in the individual when surprised by to more traditional desktop video games.
something wonderful [45]. However, it is important to
note that in this study, as in the previous ones that Immersion and flow
reported similar results regarding the player's Regarding the third main hypothesis of this study (i.e.,
emotional response, the participants had an immersion and flow in virtual reality will be more
heterogeneous knowledge of virtual reality: medium- intense compared to the desktop condition), the
low in two studies [40, 42], medium-high in another analyses of the subscales of the GEQ sensory and
study [43] as well in this one (i.e., one third of the imaginative immersion as well as flow showed
sample had previous experience of virtual reality before statistically higher values after the video game
the experiment). experience in virtual reality compared to that on the
desktop display. This result appears to be in line with
Another possible explanation for the findings that what has been observed in some recent studies in
playing in virtual reality generates more intense which larger values (even if statistically not significant)
positive emotions compared to playing on desktop of immersion [28, 59] as well as of flow [57] were
display devices is connected to the general ability of shown after a virtual reality gaming experience
virtual reality technology to induce positive emotional compared to a desktop one, and it could be explained
states. Virtual reality is in fact often referred to as an through different hypotheses. First, as reported by the
"affective medium," since numerous studies have participants in the study of Tan and colleagues [57], it
shown that it is generally capable of eliciting more is possible that using virtual reality displays decreased
intense emotions compared to less immersive display the number of distractions compared to playing on the
devices, such as desktop displays (e.g., [11, 18]. desktop. Consequently, the player can develop more
easily the sense of immersion in the game rather than
Based on the findings of our study as well as those of flow. Furthermore, as reported in the literature, the
previous research (e.g., [43, 52], virtual reality video sense of control of the player in the game is
games appear to be more effective compared to fundamental for the development of both sense of
desktop games in inducing positive emotions in the immersion and flow [24, 64]. In this regard, it is
player. This fact could be relevant for several reasons. important to underline that in our study, no
On the one hand, in the field of entertainment and
performance differences emerged between the virtual evaluate flow. In addition, it is important to underline
reality and the display condition. the specificity of the included sample (i.e., young adults
who had a medium-high knowledge of virtual reality
Competence, tension/annoyance, challenge systems).
Finally, the results confirmed the fourth main
hypothesis of this study (i.e., no difference in players’ Discussion
psychological needs between virtual reality compared To summarize, the present study found that (a) playing
to the desktop condition). The analyses of the in virtual reality was no more complex than playing the
subscales of the GEQ competence, tension/annoyance, same video game on a desktop display; (b) the video
and challenge have in fact shown no statistically game played in virtual reality was able to elicit more
significant differences in the values after the experience intense positive emotions in the players compared to
of playing in virtual reality compared to that on the video game played on desktop; (c) the perceived sense
desktop display. This result can be interpreted in of immersion and flow was greater in virtual reality as
diverse ways. It is possible that the fulfillment of opposed to the desktop condition; (d) the fulfillment of
psychological needs is independent of the technical psychological needs (i.e., competence,
features of the game, such as the display device, and is tension/annoyance, challenge) was independent of the
instead linked to other more intrinsic features of the technical features of the game, such as the display
game, such as narrative and game mechanics. In device. The results of this study offer insight into the
support of this hypothesis, a previous study reported fact that virtual reality may be more engaging
no differences with respect to other characteristics compared to desktop displays in video games with
related to the psychological needs of the players, simple control scheme (i.e., driving). Furthermore, it’s
particularly, personal gratification and social connection important to underline that this research adopted one
[52]. Future studies will need to further investigate this of the most widespread virtual reality systems on the
aspect of the player experience. market (i.e., PlayStation VR -Sony Interactive
Entertainment), offering evidence that the differences
Limitations of this study between virtual reality and desktop display systems
This study has used a specific tool, the self-report have strongly decreased, probably thanks to the rapid
questionnaire GEQ, to evaluate the player experience and significant technical improvements observed in the
[20], that, even if is one of the most adopted commercial HMDs released in recent years.
questionnaire in video games research, has been
recently criticized [25]. Future research could adopt Acknowledgments
different methodologies, for example, specific The authors would like to thank all volunteers and
questionnaires to assess different aspects of the player Ambra Ferrari, Eleonora Maria Minissi, Erica Ilari,
experience, like the Immersion Experience Andrea Zanacchi, Giacomo Garcea and Gabriele Barone
Questionnaire (IEQ) [22] to evaluate the sense of for helping with data acquisition.
immersion or the Flow State Scale (FSS) [21] to
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