Effects of Haptics on Virtual Reality Gameplay Experience
Publication Date
Spring 4-16-2025
College
College of Sciences & Mathematics
Department
Psychological Science, Department of
Student Level
Undergraduate
SPARK Category
Research
Faculty Advisor
Michael Oliver
SPARK Session
Sensation and Perception II Sensation and Perception III
Presentation Type
Talk/Oral
Summary
The present study closely analyzed the immersive world of virtual reality and gameplay experience. The question this study attempted to answer was do players who use haptics in virtual reality report higher gameplay experience. Currently, participants are still being collected, and requirements include being 18 years old or older, a current Belmont University student, and can physically stand for more than 5 minutes. Participants engaged in a drawing game using a Meta Quest headset and controllers. Every other participant was assigned to either “game 1 (haptics)” or “game 2 (no haptics)” where they would draw freely for three minutes. Next, a survey was administered through Qualtrics, and it included questions about demographics as well as rating the gameplay experience. The data will be analyzed using an independent t-test within SPSS version 29. Data is currently being collected, and results will be presented at the SPARKS Research Symposium on April 16. Overall, this study will assist in better understanding the importance of whether or not haptics creates a more immersive gameplay experience in the world of Virtual Reality.
Recommended Citation
Nelson, John C.; Roach, Abbey; Olopade, Dara; and Warner, Mackenzie, "Effects of Haptics on Virtual Reality Gameplay Experience" (2025). SPARK Symposium Presentations. 65.
https://repository.belmont.edu/spark_presentations/65