skip to main content
research-article

Impact of Tutorial Modes with Different Time Flow Rates in Virtual Reality Games

Published: 13 May 2024 Publication History

Abstract

Virtual reality's (VR) unique affordances compared to traditional media have produced innovative interaction modes and tutorial methodologies in VR games. Existing research predominantly focuses on the performance of VR tutorial modes, such as the placement of text and diagrams within tutorial content. However, few studies have delved into other attributes of tutorials. This study categorizes 4 VR game tutorial modes based on time flow: (1) traditional instruction screen, (2) slow motion, (3) bullet time, and (4) context-sensitive mode. This paper evaluates the impact of these 4 VR game tutorial modes with varying time flow rates on controls learnability, engagement-related outcomes, and player performance. We conducted a between-subjects experiment with 59 participants. Results indicated that bullet time significantly enhanced controls learnability, reduced cognitive load, and improved player performance when compared to other tutorial modes. Our research contributes to a more comprehensive understanding of VR game tutorials and offers practical guidance for game designers, underscoring the potential of bullet time to enhance learnability and game experience.

References

[1]
Thomas Alsop. 2021. Forecast augmented (AR) and virtual reality (VR) market size worldwide from 2020 to 2024. Stat. com. Publ (2021).
[2]
Erik Andersen, Eleanor O'rourke, Yun-En Liu, Rich Snider, Jeff Lowdermilk, David Truong, Seth Cooper, and Zoran Popovic. 2012. The impact of tutorials on games of varying complexity. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 59--68.
[3]
Nilufar Baghaei, Vibhav Chitale, Andrej Hlasnik, Lehan Stemmet, Hai-Ning Liang, and Richard Porter. 2021. Virtual Reality for Supporting the Treatment of Depression and Anxiety: Scoping Review. JMIR Ment Health 8, 9 (23 Sep 2021), e29681. https://doi.org/10.2196/29681
[4]
Olivier Barreteau and Géraldine Abrami. 2007. Variable time scales, agent-based models, and role-playing games: The PIEPLUE river basin management game. Simulation & Gaming 38, 3 (2007), 364--381.
[5]
Leif P. Berg and Judy M. Vance. 2017. Industry use of virtual reality in product design and manufacturing: a survey. Virtual Reality 21, 1 (2017), 1--17. https://doi.org/10.1007/s10055-016-0293-9
[6]
Johanna Bertram, Johannes Moskaliuk, and Ulrike Cress. 2015. Virtual training: Making reality work? Computers in Human Behavior 43 (2015), 284--292.
[7]
Johanna Bogon and David Halbhuber. 2023. Time and Timing in Video Games: How Video Game and Time Perception Research can benefit each other. (2023).
[8]
David Bordwell, Kristin Thompson, and Jeff Smith. 2008. Film art: An introduction. Vol. 8. McGraw-Hill New York.
[9]
Douglas Brown and Tanya Krzywinska. 2009. Movie-games and game-movies: Towards an aesthetics of transmediality. (2009).
[10]
Ruth C Clark and Richard E Mayer. 2023. E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. john Wiley & sons.
[11]
Sean Cubitt. 2005. The cinema effect. Mit Press.
[12]
Kody R Dillman, Terrance Tin Hoi Mok, Anthony Tang, Lora Oehlberg, and Alex Mitchell. 2018. A visual interaction cue framework from video game environments for augmented reality. In Proceedings of the 2018 CHI conference on human factors in computing systems. 1--12.
[13]
Julian Frommel, Kim Fahlbusch, Julia Brich, and Michael Weber. 2017. The Effects of Context-Sensitive Tutorials in Virtual Reality Games.(2017), 367--375. (2017).
[14]
Zixuan Guo and Cheng-Hung Lo. 2023. An Empirical Framework for Understanding a Player's Sense of Agency in Games. International Journal of Human-Computer Interaction (2023), 1--20.
[15]
Sandra G Hart. 2006. NASA-task load index (NASA-TLX); 20 years later. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, Vol. 50. Sage publications Sage CA: Los Angeles, CA, 904--908.
[16]
Xinyu Hu, Alec Moore, James Coleman Eubanks, Afham Aiyaz, and Ryan P. McMahan. 2020. Evaluating interaction cue purpose and timing for learning and retaining virtual reality training. In Proceedings of the 2020 ACM Symposium on Spatial User Interaction. 1--9.
[17]
Jesper Juul. 2010. A casual revolution: Reinventing video games and their players. MIT press.
[18]
Dominic Kao, Alejandra J Magana, and Christos Mousas. 2021. Evaluating tutorial-based instructions for controllers in virtual reality games. Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021), 1--28.
[19]
Robert S Kennedy, Norman E Lane, Kevin S Berbaum, and Michael G Lilienthal. 1993. Simulator sickness questionnaire: An enhanced method for quantifying simulator sickness. The International Journal of Aviation Psychology 3, 3 (1993), 203--220.
[20]
Glyn Lawson, Davide Salanitri, and Brian Waterfield. 2016. Future directions for the development of virtual reality within an automotive manufacturer. Applied ergonomics 53 (2016), 323--330.
[21]
Hyeopwoo Lee, Hyejin Kim, Diego Vilela Monteiro, Youngnoh Goh, Daseong Han, Hai-Ning Liang, Hyun Seung Yang, and Jinki Jung. 2019. Annotation vs. Virtual Tutor: Comparative Analysis on the Effectiveness of Visual Instructions in Immersive Virtual Reality. In 2019 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 318--327. https://doi.org/10.1109/ISMAR.2019.00030
[22]
Iris Levin and Dan Zakay. 1989. Time and human cognition: A life-span perspective. Elsevier.
[23]
Ziming Li, Airong Wang, Diego Monteiro, and Hai-Ning Liang. 2023. Virtual reality in academic English writing: exploring factors influencing abstract knowledge learning. Virtual Reality 27 (2023), 2927--2939. https://doi.org/10.1007/s10055-023-00847-3
[24]
Lijia Lin and Robert K Atkinson. 2011. Using animations and visual cueing to support learning of scientific concepts and processes. Computers & Education 56, 3 (2011), 650--658.
[25]
Feiyu Lu, Difeng Yu, Hai-Ning Liang, Wenjun Chen, Konstantinos Papangelis, and Nazlena Mohamad Ali. 2018. Evaluating Engagement Level and Analytical Support of Interactive Visualizations in Virtual Reality Environments. In 2018 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 143--152. https://doi.org/10.1109/ISMAR.2018.00050
[26]
Richard E Mayer. 2005. The Cambridge handbook of multimedia learning. Cambridge university press.
[27]
Edward McAuley, Terry Duncan, and Vance V Tammen. 1989. Psychometric properties of the Intrinsic Motivation Inventory in a competitive sport setting: A confirmatory factor analysis. Research quarterly for exercise and sport 60, 1 (1989), 48--58.
[28]
Diego Monteiro, Teng Ma, Yue Li, Zhigeng Pan, and Hai-Ning Liang. 2022. Cross-cultural factors influencing the adoption of virtual reality for practical learning. Universal Access in the Information Society (2022). https://doi.org/10.1007/s10209-022-00947-y
[29]
Diego Monteiro, Airong Wang, Luhan Wang, Hongji Li, Alex Barrett, Austin Pack, and Hai-Ning Liang. 2024. Effects of Audience Familiarity on Anxiety in a Virtual Reality Public Speaking Training Tool. Universal Access in the Information Society 23 (2024), 23--34. https://doi.org/10.1007/s10209-023-00985-0
[30]
Michael Nitsche. 2007. Mapping Time in Video Games. In DiGRA Conference.
[31]
Filip M Nuyens, Daria J Kuss, Olatz Lopez-Fernandez, and Mark D Griffiths. 2020. The potential interaction between time perception and gaming: A narrative review. International Journal of Mental Health and Addiction 18 (2020), 1226--1246.
[32]
Tyler Rose, Chang S Nam, and Karen B Chen. 2018. Immersion of virtual reality for rehabilitation-Review. Applied ergonomics 69 (2018), 153--161.
[33]
Richard M Ryan, C Scott Rigby, and Andrew Przybylski. 2006. The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30 (2006), 344--360.
[34]
Rufat Rzayev, Sven Mayer, Christian Krauter, and Niels Henze. 2019. Notification in vr: The effect of notification placement, task and environment. In Proceedings of the annual symposium on computer-human interaction in play. 199--211.
[35]
Gareth Schott, Raphaël Marczak, Frans Mäyrä, and Jasper van Vught. 2013. DeFragging Regulation: From putative effects to'researched'accounts of player experience. In DiGRA Conference.
[36]
John Sweller. 1988. Cognitive load during problem solving: Effects on learning. Cognitive science 12, 2 (1988), 257--285.
[37]
Chek Tien Tan, Tuck Wah Leong, Songjia Shen, Christopher Dubravs, and Chen Si. 2015. Exploring gameplay experiences on the oculus rift. In Proceedings of the 2015 annual symposium on computer-human interaction in play. 253--263.
[38]
Precha Thavikulwat. 1996. Activity-driven time in computerized gaming simulations. Simulation & Gaming 27, 1 (1996), 110--122.
[39]
Håvard Andreas Vibeto. 2023. Slow Motion in Videogames-Gameplay Over Style? Games and Culture 18, 3 (2023), 283--299.
[40]
Andy Wachowski, Larry Wachowski, Keanu Reeves, Laurence Fishburne, Carrie-Anne Moss, Hugo Weaving, Gloria Foster, Joe Pantoliano, and Zach Staenberg. 1999. Matrix. Warner Home Video Burbank, CA.
[41]
Jialin Wang, Rongkai Shi, Zehui Xiao, Xueying Qin, and Hai-Ning Liang. 2022. Effect of Render Resolution on Gameplay Experience, Performance, and Simulator Sickness in Virtual Reality Games. Proc. ACM Comput. Graph. Interact. Tech. 5, 1, Article 7 (may 2022), 15 pages. https://doi.org/10.1145/3522610
[42]
Liu Wang, Mengjie Huang, Rui Yang, Hai-Ning Liang, Ji Han, and Ying Sun. 2023. Survey of Movement Reproduction in Immersive Virtual Rehabilitation. IEEE Transactions on Visualization and Computer Graphics 29, 4 (2023), 2184--2202. https://doi.org/10.1109/TVCG.2022.3142198
[43]
Helen Wauck and Wai-Tat Fu. 2017. A data-driven, multidimensional approach to hint design in video games. In Proceedings of the 22nd international conference on intelligent user interfaces. 137--147.
[44]
Bob G Witmer and Michael J Singer. 1998. Measuring presence in virtual environments: A presence questionnaire. Presence 7, 3 (1998), 225--240.
[45]
Wenge Xu, Hai-Ning Liang, Nilufar Baghaei, Xiaoyue Ma, Kangyou Yu, Xuanru Meng, and Shaoyue Wen. 2021a. Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study. JMIR Serious Games 9, 4 (22 Nov 2021), e29330. https://doi.org/10.2196/29330
[46]
Wenge Xu, Hai-Ning Liang, Kangyou Yu, and Nilufar Baghaei. 2021b. Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI '21). Article 439, 14 pages. https://doi.org/10.1145/3411764.3445801
[47]
Wenge Xu, Hai-Ning Liang, Kangyou Yu, Shaoyue Wen, Nilufar Baghaei, and Huawei Tu. 2023. Acceptance of Virtual Reality Exergames Among Chinese Older Adults. International Journal of Human-Computer Interaction 39, 5 (2023), 1134--1148. https://doi.org/10.1080/10447318.2022.2098559
[48]
Kangyou Yu, Shaoyue Wen, Wenge Xu, Maurizio Caon, Nilufar Baghaei, and Hai-Ning Liang. 2023. Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames. Virtual Reality 27 (2023), 1887--1903. https://doi.org/10.1007/s10055-023-00780-5

Cited By

View all
  • (2024)SATPose: Improving Monocular 3D Pose Estimation with Spatial-aware Ground TactilityProceedings of the 32nd ACM International Conference on Multimedia10.1145/3664647.3681654(6192-6201)Online publication date: 28-Oct-2024
  • (2024)SeamPose: Repurposing Seams as Capacitive Sensors in a Shirt for Upper-Body Pose TrackingProceedings of the 37th Annual ACM Symposium on User Interface Software and Technology10.1145/3654777.3676341(1-13)Online publication date: 13-Oct-2024
  • (2024)ViObjectProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36435478:1(1-26)Online publication date: 6-Mar-2024

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 7, Issue 1
May 2024
399 pages
EISSN:2577-6193
DOI:10.1145/3665094
Issue’s Table of Contents
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 not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 May 2024
Published in PACMCGIT Volume 7, Issue 1

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Game Tutorial
  2. Games
  3. User Study
  4. Virtual Reality

Qualifiers

  • Research-article
  • Research
  • Refereed

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)64
  • Downloads (Last 6 weeks)17
Reflects downloads up to 23 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2024)SATPose: Improving Monocular 3D Pose Estimation with Spatial-aware Ground TactilityProceedings of the 32nd ACM International Conference on Multimedia10.1145/3664647.3681654(6192-6201)Online publication date: 28-Oct-2024
  • (2024)SeamPose: Repurposing Seams as Capacitive Sensors in a Shirt for Upper-Body Pose TrackingProceedings of the 37th Annual ACM Symposium on User Interface Software and Technology10.1145/3654777.3676341(1-13)Online publication date: 13-Oct-2024
  • (2024)ViObjectProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36435478:1(1-26)Online publication date: 6-Mar-2024

View Options

Get Access

Login options

Full Access

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media