Evidence map›Paper›PMID 34300401›Full record

ArticleSensors (Basel, Switzerland)2021

Gamification and Hazard Communication in Virtual Reality: A Qualitative Study.

Janaina Cavalcanti, Victor Valls, Manuel Contero, David Fonseca

Open access · goldAbstract read
In one paragraph

Article in Sensors (Basel, Switzerland), 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
5.0field-weighted citation impact, top 4% of its field
1 · What the graph read from 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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 48 citations in OpenAlex.

  1. Review
  2. Review
  3. Article
  4. Visual Gait Analysis Based on UE4.Sensors (Basel, Switzerland) · 2023
    Article
  5. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors at 2 institutions in 1 country.

Janaina CavalcantiInstitute for Research and Innovation in Bioengineering (I3B), Universitat Politècnica de València, Camino de Vera s/n, 46022 Valencia, Spain.
Victor VallsArchitecture Department, La Salle Campus Barcelona, Ramon Llull University, 2 Quatre Camins St., 08022 Barcelona, Spain.
Manuel ConteroInstitute for Research and Innovation in Bioengineering (I3B), Universitat Politècnica de València, Camino de Vera s/n, 46022 Valencia, Spain.ORCID 0000-0002-6081-9988
David FonsecaArchitecture Department, La Salle Campus Barcelona, Ramon Llull University, 2 Quatre Camins St., 08022 Barcelona, Spain.ORCID 0000-0001-9471-153X
Universitat Politècnica de València · ESUniversitat Ramon Llull · ES

Funding

Ministerio de Economía, Industria y Competitividad, Gobierno de España BIA2016-77464-C2-2-R
6 · The paper itself

Abstract

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.

Indexed as

Smart GlassesVirtual RealityCommunicationHumansMemoryWalkingeducational gamesgamification methodologieshead-mounted displayhuman-computer interactionimmersive player experienceslearning engagementserious gamesusabilityuser experiencewarnings

Identifiers

PMID34300401
PMCPMC8309665
OpenAlexW3180602191

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.