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 = 144 VR video gamers confirmed the a priori factor structure of the Video Game Demand Scale (VDGS) held when applied to VR-based video games. More importantly, discrete VGDS dimensions predicted relevant VR outcomes: spatial presence was higher when VR controls were more intuitive (less demanding) and social presence was higher when experiences were more emotionally socially demanding. Likely due to the centrality of natural user interfaces and broader body movement in VR games, perceptions of physical demand (both controller demand and physical exertion) played a more central role on several entertainment outcomes. Non-gaming and social VR use was rare, hindering broader comparisons.
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Interactivity (Direct User Control) → Enjoyable한 요소이지만 동시에 Demand (Attentional Resource)
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5 Demand Dimensions: (interactivity-as-demand model)
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Cognitive
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Emotional
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Physical (Controller Intuitiveness/Physical Exertional)
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Social
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위 모델은 다양한 cross-cultural contexts에서 사용됨
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N=144 VR 비디오게이머 대상 설문조사 (VR 서브레딧)
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Demand 측정
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Video Game Demand Scale (VDGS)
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NASA-TLX
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Predictive/Concurrent Validity 측정
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Paas’ (1992) metric of effort expenditure
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Oliver et al.’s (2016) two-factor scale assessing enjoyment and appreciation
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Spatial/Social Presence (7-point Likert Scale)
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Confirmatory factor analysis (CFA) → A Priori VDGS Structure
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R의 lavaan 패키지 사용
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Results suggest that the five-factor structure of the interactivity-asdemand is appropriate for use when studying VR-based video games
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결론
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Physical Demand가 높지 않은 한에서 Cognitive Demand는 재미있을 수 있음 (Tradeoff)
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Tradeoff 측면에서, VR Game은 Physical Demand가 Primary함
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Natural User Interface, Broader Body Movement → Perception
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Social, Emotional 측면은 더 논의 필요