Term
4. term
Education
Publication year
2019
Submitted on
2019-05-27
Pages
105 pages
Abstract
This thesis investigate how guidance influence players in virtual reality by researching: How does adding references to landmarks in a game influence the user while using Virtual Reality? Experiments were conducted using between-subjects to see the influence of icons representing landmarks and a non-playable character referencing land-marks. Participants who were guided by an non-playable character showed a tendency for having used shorter time to catch different types of fish than participants in other versions. Participants without guidance saw significantly more events than participants from other versions. We were unable to conclude if adding references to landmarks had an influence on players, but there was a tendency for players who were guided by the non-playable character to have a better grasp at how to complete the objectives.
Keywords
Documents
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