TY - GEN
T1 - Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users
AU - Zheng, Lijie
AU - Cheng, Guoyueyang
AU - Ke, Shaoteng
AU - Yuan, Jiachen
AU - Fan, Yuchen
AU - Lee, Boon Giin
AU - Pike, Matthew
AU - Guerra-Manzanares, Alejandro
N1 - Publisher Copyright:
© 2026 IEEE.
PY - 2026
Y1 - 2026
N2 - Many studies have shown that collaborative tasks in immersive virtual reality (VR) and augmented reality (AR) environments can enhance collaborative outcomes in learning, training, and game-based contexts. However, the literature offers limited information on how these environments differentially shape social presence and collaborative engagement, particularly among unfamiliar users. This study addresses this gap by examining differences in social presence and collaborative engagement between VR and AR environments for unfamiliar pairs. A between-subjects experiment used an escape room game that featured three collaborative tasks, identically implemented in both VR and AR. The key difference was that the VR experience was stationary, while the AR experience required physical movement between rooms. The study involved 52 participants, divided into VR and AR groups, where two unfamiliar participants were paired into teams to complete the tasks. The results indicate significant differences in collaborative dynamics and user perception between the two environments. Specifically, VR pairs reported a stronger sense of immersion and flow state, whereas AR pairs demonstrated greater contextual awareness and behavioral coordination. Cybersickness measures also differed between conditions; given the locomotion mismatch, this pattern should be interpreted cautiously and not attributed to the environment alone. This finding improves understanding of the impact of immersive environments on collaborative processes and offers insights for designing collaborative XR applications (e.g., training and game-based teamwork), particularly for unfamiliar users.
AB - Many studies have shown that collaborative tasks in immersive virtual reality (VR) and augmented reality (AR) environments can enhance collaborative outcomes in learning, training, and game-based contexts. However, the literature offers limited information on how these environments differentially shape social presence and collaborative engagement, particularly among unfamiliar users. This study addresses this gap by examining differences in social presence and collaborative engagement between VR and AR environments for unfamiliar pairs. A between-subjects experiment used an escape room game that featured three collaborative tasks, identically implemented in both VR and AR. The key difference was that the VR experience was stationary, while the AR experience required physical movement between rooms. The study involved 52 participants, divided into VR and AR groups, where two unfamiliar participants were paired into teams to complete the tasks. The results indicate significant differences in collaborative dynamics and user perception between the two environments. Specifically, VR pairs reported a stronger sense of immersion and flow state, whereas AR pairs demonstrated greater contextual awareness and behavioral coordination. Cybersickness measures also differed between conditions; given the locomotion mismatch, this pattern should be interpreted cautiously and not attributed to the environment alone. This finding improves understanding of the impact of immersive environments on collaborative processes and offers insights for designing collaborative XR applications (e.g., training and game-based teamwork), particularly for unfamiliar users.
KW - Augmented Reality
KW - Collaborative Interaction
KW - Cybersickness
KW - Interaction Design
KW - Virtual Reality
UR - https://www.scopus.com/pages/publications/105036952719
U2 - 10.1109/VR67842.2026.00063
DO - 10.1109/VR67842.2026.00063
M3 - Conference contribution
AN - SCOPUS:105036952719
T3 - Proceedings - 2026 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2026
SP - 420
EP - 430
BT - Proceedings - 2026 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2026
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 33rd IEEE Conference on Virtual Reality and 3D User Interfaces, IEEE VR 2026
Y2 - 21 March 2026 through 25 March 2026
ER -