Emotional Engagement According to User Age in Haaga-Helia Virtual Reality Application
Drozd, Dominika (2020)
Drozd, Dominika
2020
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2020120325848
https://urn.fi/URN:NBN:fi:amk-2020120325848
Tiivistelmä
Virtual reality is a tool with massive potential in a wide range of fields and with a large target audience. It is utilized in several different fields such as entertainment, education, medicine, therapy, science and more. Virtual reality however is not perfect, cybersickness and simulator sickness are adverse effects virtual reality can have on users. The immersive nature of virtual reality can also engage users greatly in new and active ways that other technologies cannot, as well as cause deep emotional responses. Emotional responses are connected to and effect many aspects of cognition and psycho-physiological states, including the user’s ability to retain information and memory, cognitive abilities, performance, attitude, mood, decision making, engagement, interest and more. Virtual reality is most popular amongst young people for entertainment purposes. The younger generations have grown up with technology the way that the older generation has not and are more exposed to technologies such as virtual reality. Today´s socio-economic climate, especially during the global Covid-19 pandemic is increasingly digital and remote and attitudes towards technology are changing as people realize how many things can be done online. The way that users age influences their emotional engagement and psychophysiological response with virtual technology is a topic that lacks research. This thesis aims at studying this.
In this research a usability test of a Haaga-Helia University VR tour guide is conducted on groups of different ages. The research includes a multi-method approach of a usability test, questionnaire, and interview for detailed results.
The results of the research are compared, analysed, and discussed. Based on the results elaborations are made about the differences in emotional and psycho-physiological responses of different age groups to the virtual reality tour guide of the university. The results of this research suggest that there are differences in user emotional and psycho-physiological responses that correlate with age. The following are just some of the findings; 18 to 44- year olds which are the group containing most university aged users were most engaged with the application and experienced motivation. Below 17-year olds and 18 to 44-year olds experienced positive surprise, gratification, enjoyment/entertainment that over 45-year olds did not. Over 45-year olds in general experienced fewer positive emotions. Below 17-year olds and 18 to 44-year olds performed significantly better in the application than over 45-year olds did. Below 17-year olds experienced a rise in body temperature that no other group experienced. 18 to 44-year olds and over 45-year olds experienced fear of falling and loss of balance at a warped floor in the application that the younger group did not experience. Over 45-year olds were also the only group to report experience of a headache.
The results of this study will help in further understanding differences in user responses to virtual reality based on age and their emotional, psychological, and physical responses to the technology. The results will also help designers develop the technology and improve UX design further for larger target audiences to meet the needs of wider age groups. Lastly the results will also help further develop the Haaga Helia virtual reality application.
In this research a usability test of a Haaga-Helia University VR tour guide is conducted on groups of different ages. The research includes a multi-method approach of a usability test, questionnaire, and interview for detailed results.
The results of the research are compared, analysed, and discussed. Based on the results elaborations are made about the differences in emotional and psycho-physiological responses of different age groups to the virtual reality tour guide of the university. The results of this research suggest that there are differences in user emotional and psycho-physiological responses that correlate with age. The following are just some of the findings; 18 to 44- year olds which are the group containing most university aged users were most engaged with the application and experienced motivation. Below 17-year olds and 18 to 44-year olds experienced positive surprise, gratification, enjoyment/entertainment that over 45-year olds did not. Over 45-year olds in general experienced fewer positive emotions. Below 17-year olds and 18 to 44-year olds performed significantly better in the application than over 45-year olds did. Below 17-year olds experienced a rise in body temperature that no other group experienced. 18 to 44-year olds and over 45-year olds experienced fear of falling and loss of balance at a warped floor in the application that the younger group did not experience. Over 45-year olds were also the only group to report experience of a headache.
The results of this study will help in further understanding differences in user responses to virtual reality based on age and their emotional, psychological, and physical responses to the technology. The results will also help designers develop the technology and improve UX design further for larger target audiences to meet the needs of wider age groups. Lastly the results will also help further develop the Haaga Helia virtual reality application.