Abstract
This work investigates how prior VR experience influences interactions in a multi-user metaverse-based cultural heritage game. Results show that prior VR experience enhanced usability and control in the VR condition, while participants without prior experience reported greater enjoyment and novelty. Statistical analysis revealed a significant difference in perspicuity between experience levels in the VR condition and in stimulation in the non-VR condition.
| Original language | English |
|---|---|
| Title of host publication | Proceedings VRST 2025 - 31st ACM Symposium on Virtual Reality Software and Technology |
| Editors | Anil Ufuk Batmaz, Mayra D. Barrera Machuca, Francisco R. Ortega, Daniel Zielasko, Kangsoo Kim, Rick Skarbez, Lucas Plabst, Amy Banic, Mine Sarac Stroppa |
| Publisher | Association for Computing Machinery |
| ISBN (Electronic) | 9798400721182 |
| DOIs | |
| State | Published - 4 Dec 2025 |
| Event | 31st ACM Symposium on Virtual Reality Software and Technology, VRST 2025 - Montreal, Canada Duration: 12 Nov 2025 → 14 Nov 2025 |
Publication series
| Name | Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST |
|---|---|
| Volume | Part of 215351 |
Conference
| Conference | 31st ACM Symposium on Virtual Reality Software and Technology, VRST 2025 |
|---|---|
| Country/Territory | Canada |
| City | Montreal |
| Period | 12/11/25 → 14/11/25 |
Bibliographical note
Publisher Copyright:© 2025 Copyright held by the owner/author(s).
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 11 Sustainable Cities and Communities
Keywords
- Cultural Heritage
- Education
- Gamification
- Immersive Learning
- Metaverse
- Multi-User
- User Experience (UX)
- Virtual Reality (VR)
ASJC Scopus subject areas
- Software
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