Purpose: Immersive virtual reality (IVR) has been frequently proposed as a promising tool for learning. However, researchers have commonly implemented a plethora of design elements in these IVR systems, which makes the specific aspects of the system that are necessary to achieve beneficial outcomes unclear. Against this background, this study aims to combine the literature on presence with learning theories to propose that the ability of IVR to present 3D objects to users improves the presence of these objects in the virtual environment compared with 2D objects, leading to increased learning performance. Design/methodology/approach: To test this study’s hypotheses, the authors conducted a 2 (training condition: approach vs avoid) x 2 (object presence: high vs low) between-subjects laboratory experiment that used IVR with 83 female participants. Findings: The results support this study’s hypotheses and show that training with high object presence leads to greater reactions to cues (chocolate cravings) and improved health behaviour (chocolate consumption). Originality/value: This study shows that increased object presence leads to unique experiences for users, which help reinforce training effects. Moreover, this work sheds further light on how immersive computer technologies can affect user attitudes and behaviour. Specifically, this work contributes to IVR research by showing that learning effects can be enhanced through an increased degree of object presence.
CITATION STYLE
Jahn, K., Oschinsky, F. M., Kordyaka, B., Machulska, A., Eiler, T. J., Gruenewald, A., … Niehaves, B. (2022). Design elements in immersive virtual reality: the impact of object presence on health-related outcomes. Internet Research, 32(7), 376–401. https://doi.org/10.1108/INTR-12-2020-0712
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