The purpose of this study is to identify how prior similar experience of a VR game through other media could affect on presence of a VR game. This paper is also aimed at empirically analyzing the mediating effects of flow in regards to how presence of...
The purpose of this study is to identify how prior similar experience of a VR game through other media could affect on presence of a VR game. This paper is also aimed at empirically analyzing the mediating effects of flow in regards to how presence of a VR game is influenced by prior similar experience. To this end, the playtest was conducted on 50 game users ranging from 25 to 45 who had prior similar experience of Gunjack, a VR arcade shooting game wearing the Samsung Gear VR. Following completion of the playtest, the playtesters are asked to complete a series of questionnaires about the amount of time spent in prior similar experience and the degree of flow and presence experienced in the game. The results are as follows: Prior similar experience decreased spatial presence, positive emotion-level self-presence, extended self-presence. In addition, Prior similar experience was meditated by flow. Prior similar experience decreased flow and flow increased spatial presence, positive emotion-level self-presence.