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Gamification and Hazard Communication in Virtual Reality: A Qualitative Study
An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluat...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8309665/ https://www.ncbi.nlm.nih.gov/pubmed/34300401 http://dx.doi.org/10.3390/s21144663 |
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author | Cavalcanti, Janaina Valls, Victor Contero, Manuel Fonseca, David |
author_facet | Cavalcanti, Janaina Valls, Victor Contero, Manuel Fonseca, David |
author_sort | Cavalcanti, Janaina |
collection | PubMed |
description | An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings. |
format | Online Article Text |
id | pubmed-8309665 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-83096652021-07-25 Gamification and Hazard Communication in Virtual Reality: A Qualitative Study Cavalcanti, Janaina Valls, Victor Contero, Manuel Fonseca, David Sensors (Basel) Article An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings. MDPI 2021-07-07 /pmc/articles/PMC8309665/ /pubmed/34300401 http://dx.doi.org/10.3390/s21144663 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Cavalcanti, Janaina Valls, Victor Contero, Manuel Fonseca, David Gamification and Hazard Communication in Virtual Reality: A Qualitative Study |
title | Gamification and Hazard Communication in Virtual Reality: A Qualitative Study |
title_full | Gamification and Hazard Communication in Virtual Reality: A Qualitative Study |
title_fullStr | Gamification and Hazard Communication in Virtual Reality: A Qualitative Study |
title_full_unstemmed | Gamification and Hazard Communication in Virtual Reality: A Qualitative Study |
title_short | Gamification and Hazard Communication in Virtual Reality: A Qualitative Study |
title_sort | gamification and hazard communication in virtual reality: a qualitative study |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8309665/ https://www.ncbi.nlm.nih.gov/pubmed/34300401 http://dx.doi.org/10.3390/s21144663 |
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