Evidence map›Paper›PMID 37071640›Full record

ArticleCyberpsychology, behavior and social networking2023

User Experience Evaluation in Shared Interactive Virtual Reality.

Shady Guertin-Lahoud, Constantinos K Coursaris, Sylvain Sénécal, Pierre-Majorique Léger

Erratum issuedAbstract read
In one paragraph

Article in Cyberpsychology, behavior and social networking, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
–field-weighted citation impact
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

6 citing papers in PubMed.

  1. Trial
  2. Face acupoint recognition and localization based on geometric topological relationships.Journal of traditional Chinese medicine = Chung i tsa chih ying wen pan · 2026
    Article
  3. Article
  4. Article
  5. Article
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4 · The record

Corrections and comments

  • Erratum issued
    2023
5 · Who and what money

Authors and funding

4 authors.

Shady Guertin-LahoudDepartment of Information Technologies, HEC Montréal, Montréal, Quebec, Canada.ORCID 0000-0001-6708-4120
Constantinos K CoursarisDepartment of Information Technologies, HEC Montréal, Montréal, Quebec, Canada.
Sylvain SénécalDepartment of Marketing, HEC Montréal, Montréal, Quebec, Canada.
Pierre-Majorique LégerDepartment of Information Technologies, HEC Montréal, Montréal, Quebec, Canada.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Virtual reality (VR) has served the entertainment industry all the way to world-leading museums in delivering engaging experiences through multisensory virtual environments (VEs). Today, the rise of the Metaverse fuels a growing interest in leveraging this technology, bringing along an emerging need to better understand the way different dimensions of VEs, namely social and interactive, impact overall user experience (UX). This between-subject exploratory field study investigates differences in the perceived and lived experience of 28 participants engaging, either individually or in dyads, in a VR experience comprising different levels of interactivity, i.e., passive or active. A mixed methods approach combining conventional UX measures, i.e., psychometric surveys and user interviews, as well as psychophysiological measures, i.e., wearable bio- and motion sensors, allowed for a comprehensive assessment of users' immersive and affective experiences. Results pertaining to the social dimension of the experience reveal that shared VR elicits significantly more positive affect, whereas presence, immersion, flow, and state anxiety are unaffected by the copresence of a real-world partner. Results pertaining to the interactive dimension of the experience suggest that the interactivity afforded by the VE moderates the effect of copresence on users' adaptive immersion and arousal. These results support that VR can be shared with a real-world partner not only without hindering the immersive experience, but also by enhancing positive affect. Hence, in addition to offering methodological directions for future VR field research, this study provides interesting practical insights into guiding VR developers toward optimal multiuser virtual environments.

Indexed as

ArousalVirtual RealityAnxietyAnxiety DisordersHumansSurveys and Questionnairescopresenceemotional arousalimmersive user experienceinteractivitymultiuser virtual environmentsvirtual reality

Identifiers

PMID37071640
PMCPMC10523408

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.