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The DOI matches its Crossref record; 14 of the 14 references it cites were found in a registry or an index.

Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games?

Pallavicini, Federica, Pepe, Alessandro, Minissi, Maria Eleonora·2019·Simulation & Gaming

Abstract

Background. Virtual reality can provide innovative gaming experiences for present and future game players. However, scientific knowledge is still limited about differences between player’s experience in video games played in immersive modalities and games played in non-immersive modalities (i.e., on a desktop display). Materials and method. Smash Hit was played by 24 young adults in immersive (virtual reality) and non-immersive (desktop) condition. Self-report questionnaires (VAS-A, VAS-HP, VAS-SP, SUS, SUS-II) and psycho-physiological measures (heart rate and skin conductance) were used to assess usability, emotional response and the reported sense of presence. Results. No statistical differences emerged between the immersive and the non-immersive condition regarding usability and performance scores. The general linear model for repeated measures conducted on VAS-A, VAS-HP, VAS-SP scores for the virtual reality condition supported the idea that playing in the immersive display modality was associated with higher self-reported happiness and surprise; analysis on SUS-II revealed that the perceived sense of presence was higher in the virtual reality condition Discussion and conclusion. The proposed study provides evidence that (a) playing a video game in virtual reality was not more difficult than playing through a desktop display; (b) players showed a more intense emotional response, as assessed by self-report questionnaires and with psycho-physiological indexes (heart rate and skin conductance), after playing in virtual reality versus after playing through the desktop display; (c) the perceived sense of presence was found to be greater in virtual reality as opposed to the non-immersive condition.

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Metadata

Authors
Pallavicini, F., Pepe, A., & Minissi, M. E.
Venue
Simulation & Gaming
Published
2019-03-05
Volume
50
Issue
2
Pages
136-159
ISSN
  • 1046-8781 (ISSN-L)
  • 1552-826X
OpenAlex
W2918779576
Cited by
232
References
14
FWCI
20.90
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? https://app.cochat.ai/papers/10.1177/1046878119831420
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Pallavicini, F., Pepe, A., & Minissi, M. E. (2019). Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games? Simulation & Gaming. https://doi.org/10.1177/1046878119831420

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