TY - GEN
T1 - Exploring the Influence of Interpersonal Relationships on Gamification Preferences in Collaborative IVR Environments
AU - Ke, Shaoteng
AU - Zheng, Lijie
AU - Lee, Boon Giin
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - Recent advancements in immersive virtual reality (IVR) have highlighted its expanding potential in educational settings. However, the influence of learners' interpersonal relationships on their preferences for gamification elements in collaborative environments remains underexplored. This study introduces an avatar-based multiplayer IVR game designed to promote collaborative learning through improved social interaction. The game features a maze with three challenging puzzles, which require teamwork and problem-solving skills, encouraging communication and information sharing among participants. In addition, the study investigates the impact of different gamification elements on groups consisting of either peers or strangers, involving a total of 44 participants. The findings revealed significant improvements in communication and collaboration skills, along with increased motivation and engagement, across both group types. Moreover, participants exhibited distinct preferences for specific gamification elements, largely influenced by the nature of their social relationships and individual tendencies. This study offers valuable insights into the design of IVR-based collaborative educational environments with an emphasis on social interaction and game mechanics. It also identifies key factors shaping individual preferences for gamification elements, particularly in relation to social dynamics and personal preferences.
AB - Recent advancements in immersive virtual reality (IVR) have highlighted its expanding potential in educational settings. However, the influence of learners' interpersonal relationships on their preferences for gamification elements in collaborative environments remains underexplored. This study introduces an avatar-based multiplayer IVR game designed to promote collaborative learning through improved social interaction. The game features a maze with three challenging puzzles, which require teamwork and problem-solving skills, encouraging communication and information sharing among participants. In addition, the study investigates the impact of different gamification elements on groups consisting of either peers or strangers, involving a total of 44 participants. The findings revealed significant improvements in communication and collaboration skills, along with increased motivation and engagement, across both group types. Moreover, participants exhibited distinct preferences for specific gamification elements, largely influenced by the nature of their social relationships and individual tendencies. This study offers valuable insights into the design of IVR-based collaborative educational environments with an emphasis on social interaction and game mechanics. It also identifies key factors shaping individual preferences for gamification elements, particularly in relation to social dynamics and personal preferences.
KW - Collaborative interaction
KW - Human computer interaction (HCI)
KW - Human-centered computing
KW - Human-centered computing Human computer interaction (HCI)
KW - Interaction paradigms
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=105002726033&partnerID=8YFLogxK
U2 - 10.1109/VR59515.2025.00035
DO - 10.1109/VR59515.2025.00035
M3 - Conference contribution
AN - SCOPUS:105002726033
T3 - Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025
SP - 104
EP - 114
BT - Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 32nd IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025
Y2 - 8 March 2025 through 12 March 2025
ER -