VR serious game design based on embodied cognition theory

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Abstract

Embodied Cognition (EC) theory states that systems for sensing, acting and thinking are intrinsically interdependent and that human cognition is made of modality-specific representations. This approach is based on evolutionary principles of how human beings relate to their environment and for this reason, it is very suitable to be applied to improve design of VR systems, which are clearly based on physical interactions. We can find examples of this theory in common human behaviours as counting with own fingers or walking around an empty room to think about how furniture are going to be placed. Taking the most contrasted claims of EC, we are going to explore Virtual Reality Serious Games (VRSGs) design from an holistic point of view, trying to optimize the cognitive performance of players. Aiming this, we are going to update Arnab’s et al. Learning Mechanics - Game Mechanics model adding VR specific characteristics based on Embodied Cognition theory. This LM-GM model will frame our proposal. Taking as starting point four of the most accepted EC claims, we are going to propose some interaction design guidelines with the objective of improving game mechanics in VRSGs, from a cognitive point of view.

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Soler, J. L., Contero, M., & Alcañiz, M. (2017). VR serious game design based on embodied cognition theory. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10622 LNCS, pp. 12–21). Springer Verlag. https://doi.org/10.1007/978-3-319-70111-0_2

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