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Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial

Enhancing Immersion in Virtual Reality–Based Advanced Life Support Training: Randomized Controlled Trial

The factor analysis of the Turkish version of the PQ found a 5-factor structure—involvement, sensory fidelity, adaptation or immersion, interaction, and interface quality—which was confirmed through a confirmatory factor analysis. The Turkish version of the questionnaire used in this study, along with its translated English version, are provided in Multimedia Appendices 2 and 3.

Dilek Kitapcioglu, Mehmet Emin Aksoy, Arun Ekin Ozkan, Tuba Usseli, Dilan Cabuk Colak, Tugrul Torun

JMIR Serious Games 2025;13:e68272

Influence of Avatar Identification on the Attraction of Virtual Reality Games: Survey Study

Influence of Avatar Identification on the Attraction of Virtual Reality Games: Survey Study

In addition, it used the stimulus-organism-response (SOR) theoretical model combined with immersion theory to investigate how avatar identification influences players’ willingness to consume virtual content to derive enjoyment and experience fun and immersion. Exploration of the relationship between avatar identification and game immersion is critical.

PengFei Li, Fa Qi, Zhihai Ye

JMIR Form Res 2024;8:e56704

Exploring Relations Between Unique Patient Characteristics and Virtual Reality Immersion Level on Anxiety and Pain in Patients Undergoing Venipuncture: Secondary Analysis of a Randomized Control Trial

Exploring Relations Between Unique Patient Characteristics and Virtual Reality Immersion Level on Anxiety and Pain in Patients Undergoing Venipuncture: Secondary Analysis of a Randomized Control Trial

Patients in the VR group completed the Gold-Rizzo Immersion and Presence (GRIP) inventory, which is a 16-item measure that asks the patients to indicate their degree of immersion in the game, with 0 indicating no immersion, 1 indicating little immersion, and 2 indicating a lot of immersion. This measure is comprised of 3 domains—sense of involvement, perceived realism of the VR game, and sense of transportation into the experience [30].

Jeffrey I Gold, Krystal M Akbar, Sandra Avila, Nhat H Ngo, Margaret J Klein

J Med Internet Res 2024;26:e53196

Immersive Virtual Reality–Based Methods for Assessing Executive Functioning: Systematic Review

Immersive Virtual Reality–Based Methods for Assessing Executive Functioning: Systematic Review

This heightened immersion and engagement in VR may enhance the reliability of the measures by capturing a more accurate representation of an individual’s best effort. Despite their increased engagement, VR paradigms have the potential to induce cybersickness, which can threaten the validity of the paradigm. Cybersickness (ie, dizziness and vertigo) is akin to motion sickness but occurs in response to exposure to VR [47].

Rebecca Kirkham, Lars Kooijman, Lucy Albertella, Dan Myles, Murat Yücel, Kristian Rotaru

JMIR Serious Games 2024;12:e50282

Effects of a Virtual Reality Game on Children’s Anxiety During Dental Procedures (VR-TOOTH): Protocol for a Pilot Randomized Controlled Trial

Effects of a Virtual Reality Game on Children’s Anxiety During Dental Procedures (VR-TOOTH): Protocol for a Pilot Randomized Controlled Trial

The aims of the study are twofold: (1) assess the feasibility and acceptability of VR immersion as a tool to reduce DFA in pediatric patients with SHCN undergoing dental procedures and (2) gain insight on parent and health care provider perspectives on the use of VR during dental appointments.

Wenjia Wu, Sylvie Le May, Nicole Hung, Olivier Fortin, Christine Genest, Maxime Francoeur, Estelle Guingo, Kate St-Arneault, Annie Sylfra, An Kateri Vu, Janick Carmel, Laurence Lessard, Stephany Cara-Slavich, Katheryn De Koven, Julie Paquette, Hunter Hoffman, Marie-Eve Asselin

JMIR Res Protoc 2023;12:e49956

V-CarE—A Conceptual Design Model for Providing COVID-19 Pandemic Awareness: Proposal for a Virtual Reality Design Approach to Facilitate People With Persistent Postural-Perceptual Dizziness

V-CarE—A Conceptual Design Model for Providing COVID-19 Pandemic Awareness: Proposal for a Virtual Reality Design Approach to Facilitate People With Persistent Postural-Perceptual Dizziness

Immersion, presence, and interactivity are key factors in VR [1-5]. We believe that these factors mark the prominent capability of VR, which has drawn great attention in the field of education, learning, and health sciences [6-11]. VR has significantly improved the education and skills of health professionals [10,12], but further research is still required to study the effectiveness of more immersive and interactive forms of VR in different settings.

Syed Fawad M Zaidi, Niusha Shafiabady, Shereen Afifi, Justin Beilby

JMIR Res Protoc 2023;12:e38369

Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial

Differences in Brain Activity and Body Movements Between Virtual Reality and Offline Exercise: Randomized Crossover Trial

This may be due to the unique characteristics of VR, such as immersion, interaction, and infinite degrees of freedom in spatial and temporal situations [6,7]. Fox and Bailenson [8] showed that physical activity could be increased through a reinforcement mechanism using immersive VR technology. Jones et al [9] demonstrated that immersion in VR exercises was positively correlated with motivation, pleasure, and enjoyment after exercises.

Hee Jin Kim, Jea Woog Lee, Gangta Choi, Junghoon Huh, Doug Hyun Han

JMIR Serious Games 2023;11:e40421

Effects of a Modern Virtual Reality 3D Head-Mounted Display Exergame on Simulator Sickness and Immersion Under Specific Conditions in Young Women and Men: Experimental Study

Effects of a Modern Virtual Reality 3D Head-Mounted Display Exergame on Simulator Sickness and Immersion Under Specific Conditions in Young Women and Men: Experimental Study

The Immersion Questionnaire is a scale measuring video game engagement [32]. In this research, we used the Immersion Questionnaire by Jennett et al [32], which was translated into Polish by Strojny et al [33]. This questionnaire was used as a tool for measuring the player’s absorption/immersion while playing games. Researchers commonly consider immersion to be an important part of the videogame user experience [34-37].

Julia Ciążyńska, Michał Janowski, Janusz Maciaszek

JMIR Serious Games 2022;10(4):e41234

Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study

Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study

This naturalistic feeling is created by the so-called immersion [33-35] (ie, a situation in which the real world is ignored in favor of the virtual environment [36]). Visual exploration behavior is a crucial element of activities of daily living (eg, crossing the street, grocery shopping) [37] and corresponds to purposefully looking around in the present environment (ie, actively acquiring visual information through coordinated movements of the eyes and head [38]).

Samuel Elia Johannes Knobel, Brigitte Charlotte Kaufmann, Stephan Moreno Gerber, Prabitha Urwyler, Dario Cazzoli, René M Müri, Tobias Nef, Thomas Nyffeler

JMIR Serious Games 2021;9(3):e29182