VR Cloud Gaming UX: Exploring the Impact of Network Quality on Emotion, Presence, Game Experience and Cybersickness

Fuente: arXiv
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Autores principales: Warsinke, Maximilian, Kojić, Tanja, Vergari, Maurizio, Voigt-Antons, Jan-Niklas, Möller, Sebastian
Formato: Preprint
Publicado: 2024
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author Warsinke, Maximilian
Kojić, Tanja
Vergari, Maurizio
Voigt-Antons, Jan-Niklas
Möller, Sebastian
author_facet Warsinke, Maximilian
Kojić, Tanja
Vergari, Maurizio
Voigt-Antons, Jan-Niklas
Möller, Sebastian
contents This study explores the user experience (UX) of virtual reality (VR) cloud gaming under simulated network degradation conditions. Two contrasting games (Beat Saber, Cubism) were streamed via Meta Air Link to a Quest 3 device in a laboratory setup. Packet loss and delay were introduced into the streaming network using NetEm for WiFi traffic manipulation. In a within-subjects experiment, 16 participants played both games under three network conditions (Loss, Delay, Baseline), followed by post-game questionnaires assessing their emotions, perceived quality, game experience, sense of presence, and cybersickness. Friedman's test and Dunn's post-hoc test for pairwise comparisons revealed that packet loss had a greater impact on UX than delay across almost all evaluated aspects. Notably, packet loss in Beat Saber led to a significant increase in cybersickness, whereas in Cubism, players experienced a significant reduction in their sense of presence. Additionally, both games exhibited statistically significant variations between conditions in most game experience dimensions, perceived quality, and emotional responses. This study highlights the critical role of network stability in VR cloud gaming, particularly in minimizing packet loss. The different dynamics between the games suggest the possibility of genre-specific optimization and novel game design considerations for VR cloud games.
format Preprint
id arxiv_https___arxiv_org_abs_2408_12238
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle VR Cloud Gaming UX: Exploring the Impact of Network Quality on Emotion, Presence, Game Experience and Cybersickness
Warsinke, Maximilian
Kojić, Tanja
Vergari, Maurizio
Voigt-Antons, Jan-Niklas
Möller, Sebastian
Human-Computer Interaction
This study explores the user experience (UX) of virtual reality (VR) cloud gaming under simulated network degradation conditions. Two contrasting games (Beat Saber, Cubism) were streamed via Meta Air Link to a Quest 3 device in a laboratory setup. Packet loss and delay were introduced into the streaming network using NetEm for WiFi traffic manipulation. In a within-subjects experiment, 16 participants played both games under three network conditions (Loss, Delay, Baseline), followed by post-game questionnaires assessing their emotions, perceived quality, game experience, sense of presence, and cybersickness. Friedman's test and Dunn's post-hoc test for pairwise comparisons revealed that packet loss had a greater impact on UX than delay across almost all evaluated aspects. Notably, packet loss in Beat Saber led to a significant increase in cybersickness, whereas in Cubism, players experienced a significant reduction in their sense of presence. Additionally, both games exhibited statistically significant variations between conditions in most game experience dimensions, perceived quality, and emotional responses. This study highlights the critical role of network stability in VR cloud gaming, particularly in minimizing packet loss. The different dynamics between the games suggest the possibility of genre-specific optimization and novel game design considerations for VR cloud games.
title VR Cloud Gaming UX: Exploring the Impact of Network Quality on Emotion, Presence, Game Experience and Cybersickness
topic Human-Computer Interaction
url https://arxiv.org/abs/2408.12238