Demanding on many dimensions: Validating the interactivity-as-demand measurement model for VR-based video games

Nicholas Bowman, Jih Hsuan Tammy Lin, Kevin Koban

Research output: Contribution to conferencePaperpeer-review

Abstract

Video games represent exemplar interactive experiences, and this direct user control over the form and content of on- screen information is one of many reasons that games are such enjoyable and meaningful experiences for players. However, interactivity also requires players to serve as co-authors of the experience, which brings with it certain demands on player’s limited attentional resources. Previous research has found evidence for at least four such demands: cognitive, emotional, physical (subdivided into controller intuitiveness and physical exertional) and social demands. Taken together, this five-factor structure is presented as the interactivity-as-demand model and has been used in a variety of cross-cultural contexts (among English-, German-, and Mandarin Chinese-speaking populations). These five dimensions explain unique variance in focal interactive user experiences but have yet to be applied to VR-based applications such as VR-based video games. Results on N =
Original languageEnglish
StatePublished - Sep 2021

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