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Differential Effects of Virtual and Augmented Reality on Social Presence and Engagement in Collaborative Gaming for Unfamiliar Users

Research output: Chapter in Book/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationProceedings - 2026 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2026
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages420-430
Number of pages11
ISBN (Electronic)9798331559458
DOIs
Publication statusPublished - 2026
Event33rd IEEE Conference on Virtual Reality and 3D User Interfaces, IEEE VR 2026 - Daegu, Korea, Republic of
Duration: 21 Mar 202625 Mar 2026

Publication series

NameProceedings - 2026 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2026

Conference

Conference33rd IEEE Conference on Virtual Reality and 3D User Interfaces, IEEE VR 2026
Country/TerritoryKorea, Republic of
CityDaegu
Period21/03/2625/03/26

Free Keywords

  • Augmented Reality
  • Collaborative Interaction
  • Cybersickness
  • Interaction Design
  • Virtual Reality

ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Science Applications
  • Human-Computer Interaction
  • Media Technology
  • Modelling and Simulation

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