Abstract
Virtual Reality (VR) is applied in various areas were a highUser Experienceis essential. The sense ofPresencewhile being in VR and its relation toUser Experiencetherefore form crucial aspects, which are yet to be understood. This study aims at quantifying age and gender effects on this connection, involving 57 participants in VR, and performing a geocaching game using a mobile phone as experimental task to answer questionnaires measuringPresence(ITC-SOPI),User Experience(UEQ) andUsability(SUS). A higherPresencewas found for the older participants, but there was no gender difference nor any interaction effects of age and gender. These findings are contractionary to preexisting limited work which has shown higherPresencefor males and decreases ofPresencewith age. Four aspects discriminating this study from literature are discussed as explanations and as a starting point for future investigations into the topic. The results further showed higher ratings in favor ofUser Experienceand lower ratings towardsUsabilityfor the older participants.
Funder
Deutsche Forschungsgemeinschaft
Technische Universität Chemnitz
Publisher
Public Library of Science (PLoS)
Reference56 articles.
1. Marketing strategies in virtual worlds;T-W Lui;SIGMIS Database,2007
2. Virtual Reality in Marketing: A Framework, Review, and Research Agenda;M Alcañiz;Front Psychol,2019
3. Virtual reality marketing and customer advocacy: Transforming experiences from story-telling to story-doing;A de Regt;Journal of Business Research,2021
4. Virtual reality and tourism marketing: conceptualizing a framework on presence, emotion, and intention;R Yung;Current Issues in Tourism,2021
5. Virtual reality applications in manufacturing industries. Past research, present findings, and future directions;S Choi;Concurrent Engineering,2014
Cited by
17 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献