![]() These findings suggest that the presence of wayfinding cues in EC1 and EC2 may have helped the users to create spatial knowledge of the immersive VRE while navigating through the environment, thus lowering their cognitive workload. Results from the ANOVA test demonstrates that the HR values were significantly higher for the control group with no wayfinding while lower for the two experimental groups with wayfinding cues. Effects of Wayfinding on Physiological Evaluation We used Fitbit Sense to perform a physiological evaluation through HR measurements and a post-test GEQ questionnaire for psychometric evaluation to measure the user-perceived quality of experience inside the VR game. Furthermore, we hypothesized that participants in the control group would exhibit higher heart rates as compared to the two experimental groups due to a lack of wayfinding cues. We hypothesized that participants in the experimental group with dynamic wayfinding (assistive lights and signage) would have a higher perceived experience than those in the control group. Three groups of participants played the same VR game, with and without wayfinding cues guiding them to the safe zone. The present study was designed to compare the perceived experiences of participants in an immersive VR training simulation depicting a stressful flooding scenario by controlling the experimental conditions with static and dynamic wayfinding cues. Recent developments in immersive multimedia technologies have allowed VR SGs to be used in training people for disaster preparedness. However, the role of contextual cues such as wayfinding in virtual reality environments (VRE) and its influences on user-perceived quality of experience is yet to be thoroughly researched. These contextualized VR games can improve behavioral responses, learning outcomes and evacuation preparedness of users. Wayfinding capabilities of the VR users can be enhanced by aiding the spatial knowledge through contextual cues. Studies have been conducted to show that the skills learned during a well-designed VR SGs are long-lasting and depend mainly on the efficiency and wayfinding capabilities of participants. VR-based serious games offer a secure space to conduct training that would be risky and costly in real life. Although VR SGs can be entertaining, their fundamental purpose is to provide training and education to its users. Recent research has shown that VR can administer a narrative-rich, high-fidelity environment that administers a fully immersive and interactive experience for serious games (SGs) such as disaster preparedness and evacuation training for hazardous situations. These findings suggest that wayfinding cues can promote the users perceived quality of experience in the VR. ![]() It was interesting to observe that there were no significant effects of wayfinding on competence, flow, and immersion however, heart rate was significantly high in the control group. Similarly higher positive affects were observed for the experimental groups with wayfinding cues. ![]() Results showed that VR SG with wayfinding cues induced less tension, challenge, and negative affects in users’ overall perceived experience. Participants in the control condition were exposed to the VR with no wayfinding cues, and the experimental groups were exposed to VR with static and dynamic wayfinding cues. ![]() Thirty-nine participants experienced three variants of the VR SG using Oculus Rift- S. An SG was designed to investigate wayfinding cues’ psychological and psychometric effects on user-perceived experiences in an immersive VR environment. However, the impact of these wayfinding cues on users’ psychological and psychometric behaviors needs thorough investigation. Studies have shown that incorporating design elements such as wayfinding cues enhances the spatial knowledge of users in VR. VR SGs allow people to train in emergency scenarios and improve their likelihood of survival in high-risk situations. Extended reality (XR) technologies such as virtual reality (VR) provide a promising alternative for training users through serious games (SGs). ![]()
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