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VR or non-VR?: investigating influence of the virtual environment medium on persuasive gamification outcomes

Published: 06 February 2020 Publication History

Abstract

In this paper, we aim to research how a choice of a gamification medium influences the users' psychological and behavioral experiences which are also gamification outcomes. We discuss gamification, its components, persuasive systems, cognitive absorption, perceived persuasiveness of gamified systems, as well as the influence of the psychological constructs on intention to play the game and intention to engage in sustainable behavior. Since we take a look at two types of virtual environments (non-immersive and immersive), we include concepts relevant for choosing an appropriate platform, such as sense of presence and simulator sickness, both of which have a significant impact on user experience. Based on the discussed theoretical background, we propose a research framework and a list of hypotheses to be empirically tested. We describe an experimental set up to test the hypotheses within the context of pro-environmental behavior. Finally, we present potential contributions and limitations of this research-in-progress.

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  • (2022)The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic ReviewBehavioral Sciences10.3390/bs1210036112:10(361)Online publication date: 27-Sep-2022

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    AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic Mindtrek
    January 2020
    182 pages
    ISBN:9781450377744
    DOI:10.1145/3377290
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 06 February 2020

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    Author Tags

    1. behavior change
    2. cognitive absorption
    3. gamification
    4. perceived persuasiveness
    5. persuasive systems
    6. pro-environmental behavior
    7. virtual environment
    8. virtual reality

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    AcademicMindtrek '20
    AcademicMindtrek '20: Academic Mindtrek 2020
    January 29 - 30, 2020
    Tampere, Finland

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    AcademicMindtrek '20 Paper Acceptance Rate 24 of 45 submissions, 53%;
    Overall Acceptance Rate 110 of 207 submissions, 53%

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    • (2022)The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic ReviewBehavioral Sciences10.3390/bs1210036112:10(361)Online publication date: 27-Sep-2022

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