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Gamification Elements in Immersive Virtual Reality. Comparing the Effectiveness of Leaderboards and Copresence for Motivation

Authors:
Katharina Jahn

Keywords: virtual reality; copresence; gamification; multi-user; leaderboards

Abstract:
With the ability to present a completely different environment to users through head-mounted displays, immersive virtual reality (IVR) offers many opportunities to enhance users' motivation and learning. Recent research in the sports context indicates that social facilitation effects occurring with real humans do not necessarily arise when users see a virtual human on a 2D screen. However, whether the increased copresence that immersive virtual reality offers a) can provide increased social facilitation effects compared to 2D screens and b) provides enhanced effectivity compared to traditional gamification elements is still unclear. To investigate this research gap, a 2 (copresence: low vs. high) x 2 (leaderboard: no leaderboard vs. leaderboard) between-subjects laboratory experiment is proposed in this research in progress paper. The expected results can contribute to explain the effects of gamification elements in IVR for intrinsic motivation and performance.

Pages: 8 to 11

Copyright: Copyright (c) IARIA, 2019

Publication date: June 30, 2019

Published in: conference

ISSN: 2308-4227

ISBN: 978-1-61208-722-1

Location: Rome, Italy

Dates: from June 30, 2019 to July 4, 2019