TY - JOUR
T1 - Flipping into the Future
T2 - Exploring Player Experience and Task Demand in Physical, VR, and PC Pinball
AU - Johnson, Daniel
AU - O’Donnell, Nicholas
AU - Frommel, Julian
AU - Mandryk, Regan L.
N1 - Publisher Copyright:
© 2024 Copyright held by the owner/author(s). Publication rights licensed to ACM.
PY - 2024/10/15
Y1 - 2024/10/15
N2 - Attempts to digitize pinball have been met with skepticism; however, VR presents a new opportunity to access and enjoy this popular game. In a controlled study (N=60), we investigated how physical pinball, VR pinball, and PC pinball differ in terms of player experience (pX) and task demand using both quantitative and qualitative data. Participants mainly preferred physical pinball, followed by VR pinball; only two participants preferred pinball on the PC. With the exception of immersion, results showed no pX differences between physical and VR pinball; although PC pinball was rated as inferior on multiple dimensions. Furthermore, enjoyment of physical pinball was associated with curiosity, control, and challenge, whereas in VR and PC pinball, immersion and audiovisual appeal mattered. Interestingly, preference and pX did not depend on existing familiarity with pinball. Our findings suggest that VR can offer an accessible, enjoyable pinball experience, regardless of familiarity.
AB - Attempts to digitize pinball have been met with skepticism; however, VR presents a new opportunity to access and enjoy this popular game. In a controlled study (N=60), we investigated how physical pinball, VR pinball, and PC pinball differ in terms of player experience (pX) and task demand using both quantitative and qualitative data. Participants mainly preferred physical pinball, followed by VR pinball; only two participants preferred pinball on the PC. With the exception of immersion, results showed no pX differences between physical and VR pinball; although PC pinball was rated as inferior on multiple dimensions. Furthermore, enjoyment of physical pinball was associated with curiosity, control, and challenge, whereas in VR and PC pinball, immersion and audiovisual appeal mattered. Interestingly, preference and pX did not depend on existing familiarity with pinball. Our findings suggest that VR can offer an accessible, enjoyable pinball experience, regardless of familiarity.
KW - enjoyment
KW - familiarity
KW - pinball
KW - player experience
KW - task load
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85207361397&partnerID=8YFLogxK
U2 - 10.1145/3677071
DO - 10.1145/3677071
M3 - Article
AN - SCOPUS:85207361397
SN - 2573-0142
VL - 8
JO - Proceedings of the ACM on Human-Computer Interaction
JF - Proceedings of the ACM on Human-Computer Interaction
IS - CHI PLAY
M1 - 306
ER -