ArticlePloS one2018
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
Article in PloS one, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05021939 (2-dimensional Versus 3-dimensional Virtual Reality Game Training in Individuals With Benign Paroxysmal Positional Vertigo), which is not on this map. Cited by 31 papers, 2 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
2-dimensional Versus 3-dimensional Virtual Reality Game Training in Individuals With Benign Paroxysmal Positional Vertigo: A Randomized Controlled Study
Who cites it
31 citing papers in PubMed, 2 syntheses or guidelines pooled it, 179 citations in OpenAlex.
- Effectiveness of virtual reality-based programs as vestibular rehabilitative therapy in peripheral vestibular dysfunction: a meta-analysis.European archives of oto-rhino-laryngology : official journal of the European Federation of Oto-Rhino-Laryngological Societies (EUFOS) : affiliated with the German Society for Oto-Rhino-Laryngology - Head and Neck Surgery · 2023Pooled it
- Are Modern Head-Mounted Displays Sexist? A Systematic Review on Gender Differences in HMD-Mediated Virtual Reality.Frontiers in psychology · 2020Pooled it
- The (In)effectiveness of Attention Guidance Methods for Enhancing Brand Memory in 360° Video.Sensors (Basel, Switzerland) · 2022Trial
- An Exploratory EEG Analysis on the Effects of Virtual Reality in People with Neuropathic Pain Following Spinal Cord Injury.Sensors (Basel, Switzerland) · 2022Trial
- Feasibility and Acceptability of Collaborative Augmented Reality for Older Adults and Companions: Protocol for a Randomized Controlled Trial.JMIR research protocols · 2026Article
- The necessity of motoric engagement in enhancing route memory.British journal of psychology (London, England : 1953) · 2025Article
- Effectiveness of a Virtual Reality Serious Video Game (The Secret Trail of Moon) for Emotional Regulation in Children With Attention-Deficit/Hyperactivity Disorder: Randomized Clinical Trial.JMIR serious games · 2025Article
- Sporting a virtual future: exploring sports and virtual reality patents using deep learning-based analysis.PeerJ. Computer science · 2025Article
- The effects of right temporoparietal junction stimulation on embodiment, presence, and performance in teleoperation.AIMS neuroscience · 2024Article
- A modularity design approach to behavioral research with immersive virtual reality: A SkyrimVR-based behavioral experimental framework.Behavior research methods · 2023Article
- Investigating how immersive virtual reality and active navigation mediate the experience of virtual concerts.Scientific reports · 2023Article
- Virtual reality assessment of walking in a modifiable urban environment: a feasibility and acceptability study.Scientific reports · 2023Article
- Virtual reality against Zoom fatigue? A field study on the teaching and learning experience in interactive video and VR conferencing.GMS journal for medical education · 2023Article
- Immersion Therapy with Head-Mounted Display for Rehabilitation of the Upper Limb after Stroke-Review.Sensors (Basel, Switzerland) · 2022Review
- EEG-based analysis of various sensory stimulation effects to reduce visually induced motion sickness in virtual reality.Scientific reports · 2022Article
- The influence of a virtual reality entertainment program on depressive symptoms and sedentary behaviour in inpatient stroke survivors: a research protocol for a pilot randomized controlled trial.Pilot and feasibility studies · 2022Article
- Fully Immersive Virtual Reality Game-Based Training for an Adolescent with Spastic Diplegic Cerebral Palsy: A Case Report.Children (Basel, Switzerland) · 2022Article
- Immersive virtual reality in a northern Queensland haemodialysis unit: Study protocol for a cross-over randomized controlled feasibility trial (ACTRN12621000732886).Contemporary clinical trials communications · 2022Article
- Mobile Virtual Reality Versus Mobile 360° Video to Promote Enrollment in the Diabetes Prevention Program Among Hispanic Adults: Pilot Study.JMIR diabetes · 2022Article
- Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns.Virtual reality · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Video game technology is changing from 2D to 3D and virtual reality (VR) graphics. In this research, we analyze how an identical video game that is either played in a 2D, stereoscopic 3D or Head-Mounted-Display (HMD) VR version is experienced by the players, and how brands that are placed in the video game are affected. The game related variables, which are analyzed, are presence, attitude towards the video game and arousal while playing the video game. Brand placement related variables are attitude towards the placed brands and memory (recall and recognition) for the placed brands. 237 players took part in the main study and played a jump'n'run game consisting of three levels. Results indicate that presence was higher in the HMD VR than in the stereoscopic 3D than in the 2D video game, but neither arousal nor attitude towards the video game differed. Memory for the placed brands was lower in the HMD VR than in the stereoscopic 3D than in the 2D video game, whereas attitudes towards the brands were not affected. A post hoc study (n = 53) shows that cognitive load was highest in the VR game, and lowest in the 3D game. Subjects reported higher levels of dizziness and motion-sickness in the VR game than in the 3D and in the 2D game. Limitations are addressed and implications for researchers, marketers and video game developers are outlined.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.