Flow state is a state of intense focus and engagement, which is fulfilling for people experiencing it and therefore generally sought-after by creators of virtual games and experiences. Virtual Reality (VR) is known to be one of the most immersive technologies available today. As such, it has great potential to foster flow state in its users. This work tries to determine which design characteristics favor flow the most, with regard to providing guidance to the user. In particular, this research examines whether in a VR escape room, text hints or glowing cues are more effective to foster feelings of flow. The research process included design and implementation of the VR escape room from the ground up, to create the perfect setting for the experiments, a VR experience in which ultimate goal and intermediate steps are precisely defined. This allows to give relevant hints every step of the experience, and to examine the effects of hints design on flow. The intensity of the resulting flow state has been evaluated through the Activity Flow State Scale (AFSS) designed by Payne et al., and qualitative data has also been gathered, from direct observation and user comments. AFSS score, duration of the VR experience, and duration estimated by the users, have been compared between the version of the VR escape room which presents hints as text prompts and the one in which relevant objects glow. This data has then been connected to findings resulting from the thematic analysis of direct observation and user comments. Lastly, general insights and guidelines have been extracted, to inform designers and game developers willing to create flow-oriented VR experiences.
Il flow è uno stato di intensa concentrazione e coinvolgimento, che è appagante per le persone che lo sperimentano e quindi generalmente ricercato dai creatori di giochi ed esperienze virtuali. La realtà virtuale (VR) è nota per essere una delle tecnologie più immersive disponibili oggi. Come tale, ha un grande potenziale per favorire lo stato di flow nei suoi utenti. Questo lavoro cerca di determinare quali caratteristiche di design favoriscano maggiormente il flow, per quanto riguarda il guidare l’utente. In particolare, questa ricerca esamina se in una VR escape room, i suggerimenti di testo o gli spunti luminosi siano più efficaci per favorire i sentimenti di flusso. Il processo di ricerca ha incluso la progettazione e l’implementazione di una VR escape room da zero, per creare l’ambiente perfetto per gli esperimenti, un’esperienza VR in cui l’obiettivo finale e i passi intermedi sono definiti con precisione. Questo permette di dare suggerimenti rilevanti ad ogni fase dell’esperienza, e di esaminare gli effetti del design dei suggerimenti sul flow. L’intensità dello stato di flow risultante è stata valutata attraverso la Activity Flow State Scale (AFSS) progettata da Payne et al. e sono stati raccolti anche dati qualitativi, dall’osservazione diretta e dai commenti degli utenti. Il punteggio AFSS, la durata dell’esperienza VR, e la durata stimata dagli utenti, sono stati confrontati tra la versione della VR escape room che presenta i suggerimenti tramite testo e quella in cui gli oggetti rilevanti brillano. Questi dati sono stati poi collegati ai risultati derivanti dall’analisi tematica dell’osservazione diretta e dei commenti degli utenti. Infine, sono state estratte intuizioni e linee guida generali per creare esperienze VR orientate al flow.
Exploring the effect of different hints on flow state in virtual reality
PALOMBINI, ELENA
2020/2021
Abstract
Flow state is a state of intense focus and engagement, which is fulfilling for people experiencing it and therefore generally sought-after by creators of virtual games and experiences. Virtual Reality (VR) is known to be one of the most immersive technologies available today. As such, it has great potential to foster flow state in its users. This work tries to determine which design characteristics favor flow the most, with regard to providing guidance to the user. In particular, this research examines whether in a VR escape room, text hints or glowing cues are more effective to foster feelings of flow. The research process included design and implementation of the VR escape room from the ground up, to create the perfect setting for the experiments, a VR experience in which ultimate goal and intermediate steps are precisely defined. This allows to give relevant hints every step of the experience, and to examine the effects of hints design on flow. The intensity of the resulting flow state has been evaluated through the Activity Flow State Scale (AFSS) designed by Payne et al., and qualitative data has also been gathered, from direct observation and user comments. AFSS score, duration of the VR experience, and duration estimated by the users, have been compared between the version of the VR escape room which presents hints as text prompts and the one in which relevant objects glow. This data has then been connected to findings resulting from the thematic analysis of direct observation and user comments. Lastly, general insights and guidelines have been extracted, to inform designers and game developers willing to create flow-oriented VR experiences.File | Dimensione | Formato | |
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Palombini_Master_Thesis.pdf
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Palombini_Executive_Summary.pdf
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https://hdl.handle.net/10589/187769