Measuring emotion, interaction, and cultural outcomes after a VR game: The case of São Tomé.
Authors: Yanick Trindade, Francisco Rebelo, Paulo Noriega
Abstract: The development of strategies based on the preservation, innovation, and dissemination of cultural aspects of the São Tomé and Príncipe (STP), represents an essential condition for the improvement and dynamization of the culture and creativity sector. Nowadays, due to low cost and technological advances, virtual Reality (VR) devices can provide an immersive experience to share cultural aspects. The goal of this study is to analyze (1) if the memory of the cultural and natural aspects remains after the end of VR experience, (2) the emotional reaction after the experience, and (3) interaction problems reported by participants. The number of participants in this study was 10. To measure what remains related to cultural and natural aspects of STP, the Think-aloud method was used to collect information. This protocol was applied after the participant finished the VR experience (retrospective think-aloud). This allowed knowing what participants value at a specific moment. Questions related to cultural aspects were directly asked to participants through a Questionnaire with questions about paintings/artists and creole language (QPCL) After three weeks, the QPCL was applied again, to verify if the cultural/natural aspect was recalled after this period. We also apply the Self-Assessment Manikin (SAM) tool to analyze the emotional reaction. Regarding the results using think-aloud, we structure the answers into 4 categories: (1) Interaction in VR; (2) Culture; (3) Nature, and (4) The desire to be there. Concerning Interaction in VR, the majority do not report any interaction problems (7 participants). Regarding the cultural and natural aspects, the natural aspect related to the green environment was the most reported aspect (5 participants). The desire to be there, was reported by 4 participants. We did not ask if they want to visit São Tomé or any other aspect categorized (think-aloud), they just verbalized what they were thinking at the time (after finishing the VR experience). The data collected using SAM reveals that the pleasure was positive, and arousal was considerable (Pleasure Average = 7.4; Pleasure Standard Deviation = 1.3 / Arousal average = 6.8; Arousal Standard Deviation = 2.1). Three weeks later, we applied the SAM and QPCL questionnaire again, and the results were still close to the values initially reported. In conclusion, the think-aloud and QPCL methods were helpful tools to understand what participants most value during a VR game experience (related to cultural, natural, and interaction aspects), and the results related to emotional reaction (SAM questionnaire), show that the experience provided a high level of pleasure.
Keywords: UX, Virtual Reality, Culture
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