Material Mayhem: A Thematic Analysis of the Effects of Transitioning Between VR and PC in a 3D Puzzle Game
Master thesis
Åpne
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https://hdl.handle.net/11250/3175898Utgivelsesdato
2024-12-02Metadata
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Sammendrag
This paper explores the cognitive and performance-related effects participants face when transitioning between two distinct devices, virtual reality (VR) and PC, in the context of a 3D puzzle videogame.
With the increasing implementation of novel technologies into our daily lives, it is important to consider challenges, even ones that are inconspicuous, that come up when transitioning between platforms. To explore this, the paper poses two questions: “How do users adapt to different control methods in a 3D puzzle game, and how does this adaptation affect their cognitive load and task performance”.
Sweller’s Cognitive Load Theory (CLT) (1988) helps understand the effects of cognitive load and has been applied to various novel technologies. However, there is limited research in exploring the theory’s application in adaptation. As a response to this research gap, we ideated and developed two versions of the same 3D puzzle game (Material Mayhem), one for VR and one for PC. Handcrafting these games allows for full control over in-game variables, letting us create an ideal testing environment for examining the themes of adaptation, cognitive load and task performance.
The paper concludes with a thematic analysis, offering in-depth exploration of these three themes. This analysis aims to provide future developers and designers insight on understanding the impact adaptation can have when transitioning between platforms, and shows the importance of creating products that minimize the effort necessary to adapt. As evident from user testing, lowering the cognitive load that comes with adaptation results in an overall improved performance and experience.
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