Comparing the Performance of an Immersive Virtual Reality and
Traditional Desktop Cultural Game
Brian An, Forrest Matteo, Matt Epstein and Donald E. Brown
1
Department of Systems and Information Engineering, University of Virginia, Charlottesville, VA, U.S.A.
Keywords:
Virtual Reality, Serious Games, Cross Cultural Competence.
Abstract:
The recent popularization and affordability of Head Mounted Display (HMD) Virtual Reality (VR) systems
such as the Oculus Rift has accelerated the expansion of the application of these devices beyond entertainment.
One of the targeted areas of expansion is in social interaction serious games where it has been often hypot-
hesized that the immersion of HMD VR would increase the learning effectiveness of these systems. Despite
this growth, few studies in the literature examine the effectiveness of these types of games in HMD VR as
compared to more traditional desktop systems. This study evaluates the performance difference between a
traditional desktop version and an HMD VR version of a cultural serious game designed to teach U.S. Army
soldiers how to communicate competently with Chinese soldiers in a joint humanitarian mission. The study
found no performance difference between participants who played the desktop or the HMD VR version of the
game. The study did find a strong positive interaction correlation between gender and participants who played
the HMD VR version of the game. These findings motivate further research into why this correlation exists
and if, through game design, can also be instilled in female participants.
1 INTRODUCTION
As the world becomes more interconnected through
global business and coalition military operations, it
has become a necessity for individual’s to exhibit
Cross Cultural Competence (3C). 3C is characteri-
zed by the Department of Defense as the “set of kno-
wledge, skills, and affect/motivation that enable in-
dividuals to adapt effectively in cross-cultural envi-
ronments(Gallus et al., 2014). This study evalua-
tes the effectiveness of a game designed to improve
3C delivered in a Head-Mounted Display (HMD) Vir-
tual Reality (VR) to the more traditional desktop ver-
sion of the game. While the evolution of HMD VR
technology has garnered much attention with the in-
troduction of devices such as the Oculus Rift and the
HTC Vive, few studies have empirically assessed the
added effectiveness of HMD VR systems over traditi-
onal desktop channels in improving social-interaction
skills such as 3C. This study specifically investigates
the effectiveness of a 3C training game presented in
both HMD VR and a traditional desktop medium in
order to inform future investments of 3C training sys-
tems.
2 PREVIOUS WORK
Since the introduction of game-based learning, 3C ga-
mes have taken many forms(Fowler and Pusch, 2010).
One of the first games, BAFA BAFA
TM
, was desig-
ned as a moderated board game where participants
would take on the role of fictional cultures and at-
tempt to communicate and collaborate with other par-
ticipants(Fowler and Pusch, 2010).
As gaming technologies improved and theories
behind 3C evolved, more sophisticated computer-
based games emerged(Lane et al., 2013)(Tasdemir
and Prasolova-Førland, 2014)(Fishwick et al., 2008).
These games targeted various aspects of 3C to include
communication, negotiation, culture-specific know-
ledge, and behavioral norms.
Though these games have demonstrated varying
degrees of effectiveness in improving 3C, one area
that has yet to be investigated is the use of highly im-
mersive modern VR systems to train 3C. Given the
cognitive and sensory attributes associated with 3C, it
would seem highly plausible that VR could be a better
learning environment for 3C than the more traditional
digital means previously described(Van Dyne et al.,
2012)(Matsumoto and Hwang, 2013).
54
An, B., Matteo, F., Epstein, M. and Brown, D.
Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game.
DOI: 10.5220/0006922800540061
In Proceedings of the 2nd International Conference on Computer-Human Interaction Research and Applications (CHIRA 2018), pages 54-61
ISBN: 978-989-758-328-5
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
2.1 Virtual Reality
At its most abstract definition, Virtual Reality has
been defined as ”an artificial environment which
is experienced through sensory stimuli (as sights
and sounds) provided by a computer and in which
one’s actions partially determine what happens in the
environment(Merriam-Webster Online, 2017). Gi-
ven this definition, the term Virtual Reality is in-
terchangeably used for a wide variety of technolo-
gies and experiences. Previously, Virtual Reality des-
cribed lower quality and lower specification systems
using computer or projection screens to display con-
tent(Freina and Ott, 2015). Compared to today’s stan-
dards of interaction and immersion, these systems
would hardly be considered virtual reality. Modern
virtual reality systems, however, take many forms.
Of these systems, two technologies have emerged as
industry leaders: Cave Automatic Virtual Environ-
ments (CAVE) and Head-Mounted Display Virtual
Reality(HMD VR) systems.
Though many configurations of CAVE systems
exist, an example of a CAVE system consists of four
projection screens to serve the content using stereo
projection. Within the the environment, users wear
a set of tracked equipment ranging from simple 3D
glasses to full body suits to capture all body mo-
tion. Generally, tracking is conducted either with in-
ertial sensors or more commonly with infrared mar-
kers(Kageyama and Tomiyama, 2016)(Katsouri et al.,
2015).
HMD VR systems utilize a notably different met-
hodology to achieve immersion. HMD VR systems
consist of a goggle-like headset which projects an in-
dependently rendered image for each eye which cor-
rects for interpupillary distance. The HMD position
is tracked (typically with infrared markers) in order to
accurately render and project the appropriate image of
the head-based gaze direction. Rapid refresh rates of
the projection allow for users to naturally move their
head and continuously see a real-time 360 degree ste-
reo projection of the scene (See Fig 3). Due to its wi-
despread commercial adoption and optimized content
development tools, HMD VR systems have been the
target of many commercial entertainment and educa-
tional research ventures(Bastiaens et al., 2014)(Free-
man et al., 2017).
2.2 Immersive VR DGBL Systems
Recent innovations and cost-efficiencies with immer-
sive HMD VR have spurred a lot of interest with its
use in digital game based learning (DGBL) systems
specifically where sensory immersion is hypothesized
to augment learning benefits. Freina et al. propose
that VR can add learning value in situations that “can-
not be physically accessed(Freina and Ott, 2015).
They postulate that this limitation can be due to a
number of reasons to include temporal limitations (i.e.
situation occurred in a historic time period), safety li-
mitations (i.e. hostile or emergency situations), and
ethical limitations (i.e. performing a high-risk sur-
gery by non-experts). Though studies have shown that
immersive technologies such as HMD VR can incre-
ase Quality of Experience and Engagement, there is
a lack of empirical evidence comprehensively charac-
terizing the learning advantages and performances of
these technologies(Hupont et al., 2015).
Freeman et al. conducted a comprehensive litera-
ture review of empirical studies of the use of virtual
reality in mental health treatments and found large in-
consistencies in the use of the term virtual reality’
with many of the recent studies not actually referring
to modern VR as previously described(Freeman et al.,
2017). In the experiments that, in fact, did experiment
with modern VR, results were mixed. In one instance,
a research group found no difference in performance
between an HMD VR and a desktop version of DGBL
system designed to teach Spatial Perspective Taking
to mildly intellectually impaired teenagers(Freina and
Ott, 2015)(Freina et al., 2016).
Also, several studies have assessed the impact of
immersive VR on teaching various academic con-
cepts. A research group found that when participants
performed a musical signal flow task in HMD VR
versus a traditional computer screen, no performance
difference was found(Tackett, 2016). Makransky et
al. conducted an experiment comparing immersive
VR an a traditional screen to teach science concepts.
Using electroencephalogram (EEG) measurements,
they found that though immersive VR increased sense
of presence, it also resulted in poorer learning outco-
mes(Makransky et al., 2017). On the contrary, other
studies have shown positive learning results in immer-
sive VR(Alhalabi, 2016)(Webster, 2016). In the area
of academic learning systems, the current research is
inconclusive as to whether immersive VR results in
better learning.
In the area of social and cultural serious games,
we found a limited number of studies evaluating per-
formance in immersive VR. One related area of rese-
arch addresses the effects of immersive VR in treating
cognitive and social disabilities. Several studies have
shown promising results in the use of immersive VR
to treat High-Functioning Autistic children though the
results are far from conclusive and further research is
recommended before any treatment recommendations
are considered(Bashiri et al., 2017)(Bradley and New-
Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game
55
butt, 2018). Therefore, the limited number of studies
make it necessary to further investigate the learning
benefits of social and cultural serious games.
2.3 Immersion and Gender
Previous studies comparing various levels of immer-
sive game environments have shown differences in
learning performance between males and females.
Though no studies were found evaluating modern im-
mersive VR systems, several studies compared tradi-
tional or lower fidelity VR systems to lower immer-
sion systems and found that males generally perfor-
med better.
Given previous findings that females use virtual
spaces for communal purposes, Coffey et al. hypot-
hesized that females would score higher in a 3D vir-
tual environment (non HMD-VR) versus a static web
environment(Guadagno et al., 2011)(Coffey et al.,
2017). However, from their experiment, they found
the opposite to be true and that, in fact, males showed
more improvement in the 3D virtual environment than
females.
In an experiment measuring recall after being
delivered a lecture in VR, Bailenson et al. found
that males performed significantly better than fema-
les(Bailenson et al., 2008). They hypothesized that
these gains could be attributable to findings repor-
ting that men were more experienced using video-
games(Yee, 2006).
Ausburn et al. specifically investigated the gen-
der effect in virtual learning environments and pro-
posed a theoretical framework to explain the diffe-
rence(Ausburn et al., 2009). They hypothesized that
these differences can be attributed to gender differen-
ces in “Technology Self-Efficacy” characterized by a
set of experiences, skills, and perceptions that various
studies have also shown gender differences (See Fig
1)(Ausburn et al., 2009).
Though our literature review did not find any spe-
cific studies that found similar gender differences in
modern immersive VR systems, the previously men-
tioned studies would lead one to believe that males
would also achieve better results in these systems.
3 RESEARCH QUESTIONS
The primary research question of this study is to in-
vestigate whether a 3C game played in immersive
HMD VR has a significant effect on the acquisition
of 3C as compared to a game played on a traditio-
nal desktop medium. Given previous works related to
HMD VR, we hypothesize the following:
Figure 1: Ausburn‘s theoretical framework explaining gen-
der differences in virtual learning environments(Ausburn
et al., 2009).
H1: Participants exposed to the HMD VR version
of the CMTS will exhibit greater improvement
than those that are exposed to the desktop version.
H2: Males exposed to the HMD VR version of
the CMTS will exhibit greater improvement than
females.
4 EXPERIMENTAL DESIGN
Our experimental design was a 2 (Game Version)
x 2 (Gender) mixed factorial design. Using a
randomized-block design, participants were rand-
omly assigned to either the traditional or VR group
blocking for reported Cultural Intelligence (CQ)
score. Cultural Intelligence is a self-report inven-
tory designed to evaluate a participants 3C develo-
ped by Van Dyne et al(Van Dyne et al., 2012). Re-
cent independent studies have shown the CQ model
to be a promising measure of 3C and related persona-
lity traits(Matsumoto and Hwang, 2013)(Alon et al.,
2018)(Chua and Ng, 2017). In order to ensure an even
distribution of pre-experiment 3C, participants were
blocked around a predetermined CQ score threshold.
4.1 Stimuli
The stimuli used in this study was a custom develo-
ped serious game designed to teach participants Cross
Cultural Competence. The game was designed using
the Cultural Simulation Design Process(An et al.,
2017). The game is comprised of two military trai-
ning scenarios whereby the participant plays the role
of a US Army Officer in charge of humanitarian ef-
forts. In each scenario, the player is expected to work
with a Chinese People’s Liberation Army Officer in
CHIRA 2018 - 2nd International Conference on Computer-Human Interaction Research and Applications
56
order to conduct joint humanitarian efforts. Players
are presented with dialogue options of varying de-
grees of appropriateness. When a dialogue option is
selected, a feedback system provides specific guide-
lines as to why a particular selection was or was not
appropriate. In the first scenario called the Disaster
Management Exercise (DME) scenario, US and Chi-
nese forces are working together to provide disaster
relief to an Ebola-stricken community in the Liberian
Lowlands (see Fig 2). In the second scenario called
the Earthquake scenario, US and Chinese forces are
providing aid and assistance to injured civilians after
a deadly earthquake in Nsunga, Tanzania. Both ver-
sions of the game had identical visual and dialogue
content.
Figure 2: The player is interacting with the PLA Officer-in-
Charge in the DME Scenario of the HMD VR game.
4.1.1 Desktop Variant
Though both versions of the game have identical vi-
sual and dialogue content, each game version has no-
table differences in User Interface. The Desktop ver-
sion has a locked camera preventing the user from
changing what was visible on the screen. The dia-
logue system is locked to the bottom of the viewing
area and the primary mode of user interaction is by
clicking on the preferred dialogue option.
4.1.2 HMD VR Variant
The HMD VR version of the game has a notably dif-
ferent user experience and User Interface. This ver-
sion was developed specifically for the Oculus Rift
CV1 HMD VR system (see Fig 3). First, the camera
motion is tied to the motion-tracking system of the
Oculus Rift. This allows the participant to see the en-
tire scene around the player. Second, the dialogue sy-
stem is presented as a floating dialogue box as scene
in Fig 2. Dialogue selections are made through pro-
longed gaze and simultaneous controller selection on
the preferred option.
Figure 3: A participant playing the HMD VR version of the
game.
4.2 Participants
21 participants (Male=12, Female=9) were recruited
for the experiment. The distribution of participants
was 11 Reserve Officer Training Corp (ROTC) cadets
and 10 non-military affiliated participants. The parti-
cipants mean age was 20.58 years (Median = 21, SD
= 1.06). Participants were equally split into the HMD
VR group (n=11) and the Desktop group (n=10). For
completing the experiment, each participant was com-
pensated with a $20 gift card.
4.3 Procedures
Students were individually assessed. Participants
were first e-mailed an online survey intended to cap-
ture basic demographic information as well as their
CQ score. This information was used to ensure equal
representation in the test and control group while
blocking for the relevant factors. When participants
arrived for the experiment, they were first administe-
red the pre-test. Following the pre-test, participants
engaged in a tutorial specific to the game version
they were playing. Following the tutorial, partici-
pants played both the DME and Earthquake scenario
of the game. Once the game was complete, the par-
ticipants were administered the post-test as well as a
feedback survey to gauge user experience. The entire
testing process for a single participant was approxi-
mately one hour. See Fig 4.
4.4 Measures
The pre-test and post-test used to determine perfor-
mance improvement were conducted as real-time dia-
Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game
57
Figure 4: Experiment Flow.
logue situational judgment test (SJT). SJTs have of-
ten been use to evaluate 3C though previous versi-
ons have typically been written exams with multi-
ple choice responses(Lane et al., 2013)(Wray et al.,
2009). Though traditional SJTs have been effective in
measuring cognitive and metacognitive thought pro-
cesses, they do not capture any performance with re-
spect to culturally appropriate communication and be-
haviors. As such, we adapted the SJT to be a role-
playing dialogue with a Chinese actor hereby referred
to as the role-playing SJT (rSJT). The rSJT is initia-
ted by presenting the participant with a scenario dos-
sier which describes the role the player must play as
well as the objectives that player is trying to achieve
through the dialogue. Once the participant has read
through the dossier, the actor initiates the conversa-
tion with a scripted initial response at which point the
conversation becomes unscripted and free-flowing.
The rSJTs are audio visually recorded and these
recordings are then rated by independent Chinese cul-
tural experts for cultural proficiency. The experts
score the rSJTs with a previously developed rubric
which then produces a numeric score for each rSJT. In
order to ensure the reliability of the ratings, a Cohen’s
Kappa is calculated on the ratings(Fleiss and Cohen,
1973).
Table 1: Cultural Intelligence Sub-Dimension Model.
Main Dimension Sub-Dimension
Cognitive Cultural General Knowledge
Context Specific Knowledge
Motivation Intrinsic Motivation
Extrinsic Motivation
Self Efficacy to Adjust
Metacognitive Planning
Awareness
Checking
Behavior Verbal Behavior
Non-Verbal Behavior
Speech Acts
4.5 Data
4.5.1 Collection
Between the demographic survey and the CQ inven-
tory, a variety of data was collected on each partici-
pant. The demographic survey consisted of two ca-
tegories of items characterized by 1) Personal Infor-
mation and 2) International Exposure for a total of 12
unique survey items. The previously described CQ in-
ventory is composed of 37 items subsetted into 4 main
factors and 11 sub-factors (see Table 1 (Van Dyne
et al., 2012). The score of each main factor or sub-
factor is calculated as the average of each of the items
within the main factor or the sub-factor.
4.5.2 Analysis Methods
Multiple Linear Regression was the primary method
used to identify any performance increases with re-
spect to the pre/post test and the independent fac-
tors collected in the experiment. Initial factor sets
were based upon factors found to be relevant in pre-
vious studies as well as those that theoretically sho-
wed the most promise. In order to identify the most
significant models, AIC-based Stepwise regression
was utilized to determine the most significant mo-
dels(Akaike, 1987).
5 RESULTS
The results are organized by the hypotheses previ-
ously described.
CHIRA 2018 - 2nd International Conference on Computer-Human Interaction Research and Applications
58
5.0.1 H1 Analysis Results
Participants exposed to the HMD VR version of the
CMTS will exhibit greater improvement than those
that are exposed to the desktop version.
To examine the hypothesis H1, a Welch’s t-test
was performed between the HMD VR group and the
desktop group with respect to the performance impro-
vement. This t-test realized an insignificant difference
(t=0.47931, df =15,521, p=0.6384).
Additionally a multiple linear regression model
was generated with the independent behaviors con-
sisting of the Metacognitive and Behavior subdimen-
sions of CQ as well as various demographic factors
as shown in Table 2. The Metacognitive CQ com-
ponent “reflects the mental capability to acquire and
evaluate cultural knowledge.(Van Dyne et al., 2012)”
The Behavior CQ component “reflects the capabi-
lity to flex behaviors to fit different cultural con-
texts.(Van Dyne et al., 2012)” The Metacognitive and
Behavior CQ components were considered in the mo-
del for their specific relevance to skills that we hypot-
hesized would impact the pre-test and post-test sco-
res.
This model showed a negative significant correla-
tion for those participants in the HMD VR group. An
AIC stepwise regression of that model also resulted
in a similar negative significant correlation as seen in
Table 3.
5.0.2 H2 Analysis Results
Males exposed to the HMD VR version of the CMTS
will exhibit greater improvement than females.
With respect to H2, we explored the significance
of an interaction effect between gender and VR. The
linear regression model shown in Table 2 showed
a significant interaction effect as seen in the model
as “VR:genderMale. Additionally, the AIC step-
wise regression resulted in a similar effect though the
“VR:genderMale” interaction effect was removed as
seen in Table 3.
6 DISCUSSION
The findings are discussed by the previously stated
hypotheses.
The first hypothesis investigates whether the
HMD VR variant of a game results in more learning
performance as compared to the traditional desktop
variant. We found that, generally, the two variants
Table 2: Initial Regression Model of Performance Impro-
vement.
Dependent variable:
Improvement
VR 0.356
(0.187)
meta Planning 0.117
(0.064)
meta Awareness 0.035 (0.103)
meta Checking 0.364
∗∗∗
(0.105)
beh Verbal 0.062 (0.084)
beh Non Verbal 0.097 (0.054)
beh Speech 0.202
(0.095)
genderMale 0.073 (0.184)
ROTC 0.169 (0.140)
VR:genderMale 0.484
∗∗
(0.180)
VR:ROTC 0.169 (0.184)
Constant 1.531
∗∗
(0.574)
Observations 21
Adjusted R
2
0.595
RSE 0.173 (df = 9)
F Statistic 3.672
∗∗
(df = 11; 9)
Note:
p<0.1;
∗∗
p<0.05;
∗∗∗
p<0.01
Table 3: AIC Stepwise Regression Model of Performance
Improvement.
Dependent variable:
Improvement
VR 0.277
(0.148)
meta Planning 0.082 (0.047)
meta Checking 0.356
∗∗∗
(0.075)
beh Non verbal 0.107
(0.050)
beh Speech 0.170
∗∗
(0.062)
GenderMale 0.091 (0.164)
ROTC 0.292
∗∗∗
(0.084)
VR:genderMale 0.466
∗∗
(0.166)
Constant 1.407
∗∗
(0.503)
Observations 21
Adjusted R
2
0.647
RSE 0.161 (df = 12)
F Statistic 5.575
∗∗∗
(df = 8; 12)
Note:
p<0.1;
∗∗
p<0.05;
∗∗∗
p<0.01
did not perform differently when other factors were
not considered. Additionally, when the test group was
considered along with the demographic factors, it was
found that generally the HMD VR group performed
slightly worse that the control group as shown in Ta-
bles 2 and Table 3. This finding parallels the results of
studies in other domains that found no difference or
a negative impact for HMD VR(Tackett, 2016)(Ma-
kransky et al., 2017). It is possible that the perceptual
Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game
59
realism added through HMD VR is in fact distracting.
Through EEG measurements, Makransky et al. found
that HMD VR increased cognitive load as compared
to desktop versions of the same biology lab learning
system. They explained that this increased load may
overload participants and thus ”result in less oppor-
tunity to build learning outcomes.(Makransky et al.,
2017)”
In analyzing the results for the second hypothe-
sis, we discovered a more nuanced explanation to the
conclusion drawn from the first hypothesis. The se-
cond order effect between participants who were male
and were in the HMD VR test group was found to be
highly significant. The positive coefficient of this in-
teraction would lead one to conclude that HMD VR
does, in fact, have a positive effect on learning out-
comes for males. This extends the findings of previ-
ous studies that have also found correlation between
higher immersion digital learning systems and gen-
der(Coffey et al., 2017)(Ausburn et al., 2009). Spe-
cifically, we conclude that this correlation between
immersion and gender can be extended through the
immersive experience of HMD VR. Causality of this
finding continues to be an open question that requires
further investigation though the theoretical construct
of technological self efficacy is supported by our fin-
ding has well as other independent findings(Ausburn
et al., 2009).
7 LIMITATIONS
A notable limitation in this study is the relatively
small sample size used in this experiment. Due to
the specific military-based application of the stimuli,
the pool of participants with ROTC backgrounds in
the local area was small. Future studies should be
conducted in areas with a higher concentration of mi-
litary participants in order to facilitate the recruitment
of military personnel.
8 CONCLUSION
This study has further advanced our understanding of
the impacts of using highly immersive virtual envi-
ronments in social and cultural DGBL systems as well
as the specific factors that explain these impacts. We
found that generally more immersive systems (e.g.
HMD VR) do not necessarily result in better learning
outcomes in a cultural DGBL system. However, the
strong interaction found between HMD VR and male
participants also indicates that demographic factors
such as gender should be considered when develo-
ping cultural DGBL systems and, perhaps, all types
of DGBL systems. This study motivates further rese-
arch with highly immersive DGBL systems in other
domains in order to draw more concrete conclusions
about general immersive systems beyond those drawn
in this study.
ACKNOWLEDGEMENTS
We would like to acknowledge our Chinese actors and
raters Wen Ding, Xiang Gao, Yichen Jiang, Chang
Xu, Yingjie Liu, and Wanyi Duan for administe-
ring the pre/post test and rating the pre/post test re-
cordings. Additionally, we would like to thank our
partners at the United States Military Academy for
their support in developing the cultural content in the
CMTS.
We would also like to thank the creators of the
Stargazer R package for contributing to the R com-
munity of researchers(Hlavac, 2015).
REFERENCES
Akaike, H. (1987). Factor analysis and aic. Psychometrika,
52(3):317–332.
Alhalabi, W. S. (2016). Virtual reality systems enhance stu-
dents achievements in engineering education. Behavi-
our & Information Technology, 35(11):919–925.
Alon, I., Boulanger, M., Elston, J. A., Galanaki, E.,
Mart
´
ınez de Ibarreta, C., Meyers, J., Mu
˜
niz-Ferrer,
M., and V
´
elez-Calle, A. (2018). Business cultural in-
telligence quotient: A five-country study. Thunderbird
International Business Review, 60(3):237–250.
An, B., Brown, D. E., Hazell, R. M., and Grazaitis, P.
(2017). Cultural dimension theory based simulations
for us army personnel. In International Conference on
Social Computing, Behavioral-Cultural Modeling and
Prediction and Behavior Representation in Modeling
and Simulation, pages 65–70. Springer.
Ausburn, L. J., Martens, J., Washington, A., Steele, D., and
Washburn, E. (2009). A cross-case analysis of gen-
der issues in desktop virtual reality learning environ-
ments.
Bailenson, J. N., Yee, N., Blascovich, J., Beall, A. C., Lund-
blad, N., and Jin, M. (2008). The use of immersive
virtual reality in the learning sciences: Digital trans-
formations of teachers, students, and social context.
The Journal of the Learning Sciences, 17(1):102–141.
Bashiri, A., Ghazisaeedi, M., and Shahmoradi, L. (2017).
The opportunities of virtual reality in the rehabili-
tation of children with attention deficit hyperactivity
disorder: a literature review. Korean journal of pedia-
trics, 60(11):337–343.
CHIRA 2018 - 2nd International Conference on Computer-Human Interaction Research and Applications
60
Bastiaens, T., Wood, L., and Reiners, T. (2014). New lands-
capes and new eyes: The role of virtual world de-
sign for supply chain education. Ubiquitous Learning,
6(1):37–49.
Bradley, R. and Newbutt, N. (2018). Autism and virtual
reality head-mounted displays: A state of the art sys-
tematic review. Journal of Enabling Technologies, 11.
Chua, R. Y. and Ng, K. Y. (2017). Not just how much you
know: Interactional effect of cultural knowledge and
metacognition on creativity in a global context. Ma-
nagement and Organization Review, 13(2):281–300.
Coffey, A. J., Kamhawi, R., Fishwick, P., and Henderson, J.
(2017). The efficacy of an immersive 3d virtual versus
2d web environment in intercultural sensitivity acqui-
sition. Educational Technology Research and Deve-
lopment, 65(2):455–479.
Fishwick, P. A., Henderson, J., Fresh, E., Futterknecht, F.,
and Hamilton, B. D. (2008). Simulating culture: an
experiment using a multi-user virtual environment. In
Simulation Conference, 2008. WSC 2008. Winter, pa-
ges 786–794. IEEE.
Fleiss, J. L. and Cohen, J. (1973). The equivalence of weig-
hted kappa and the intraclass correlation coefficient as
measures of reliability. Educational and psychologi-
cal measurement, 33(3):613–619.
Fowler, S. M. and Pusch, M. D. (2010). Intercultural si-
mulation games: A review (of the united states and
beyond). Simulation & Gaming, 41(1):94–115.
Freeman, D., Reeve, S., Robinson, A., Ehlers, A., Clark,
D., Spanlang, B., and Slater, M. (2017). Virtual re-
ality in the assessment, understanding, and treatment
of mental health disorders. Psychological medicine,
47(14):2393–2400.
Freina, L., Bottino, R., Tavella, M., and Dagnino, F. (2016).
Immersions impact on performance in a spatial reaso-
ning task. In International Conference on Games and
Learning Alliance, pages 211–220. Springer.
Freina, L. and Ott, M. (2015). A literature review on im-
mersive virtual reality in education: state of the art
and perspectives. In The International Scientific Con-
ference eLearning and Software for Education, vo-
lume 1, page 133. Carol I” National Defence Uni-
versity.
Gallus, J. A., Gouge, M. C., Antolic, E., Fosher, K., Jas-
parro, V., Coleman, S., Selmeski, B., and Klafehn,
J. L. (2014). Cross-cultural competence in the depart-
ment of defense: an annotated bibliography. Technical
report, DTIC Document.
Guadagno, R. E., Muscanell, N. L., Okdie, B. M., Burk,
N. M., and Ward, T. B. (2011). Even in virtual envi-
ronments women shop and men build: A social role
perspective on second life. Computers in Human Be-
havior, 27(1):304–308.
Hlavac, M. (2015). stargazer: Well-Formatted Regression
and Summary Statistics Tables. Harvard University,
Cambridge, USA. R package version 5.2.
Hupont, I., Gracia, J., Sanagust
´
ın, L., and Gracia, M. A.
(2015). How do new visual immersive systems influ-
ence gaming qoe? a use case of serious gaming with
oculus rift. In Quality of Multimedia Experience (Qo-
MEX), 2015 Seventh International Workshop on, pa-
ges 1–6. IEEE.
Kageyama, A. and Tomiyama, A. (2016). Visualization fra-
mework for cave virtual reality systems. International
Journal of Modeling, Simulation, and Scientific Com-
puting, 7(04):1643001.
Katsouri, I., Tzanavari, A., Herakleous, K., and Poullis, C.
(2015). Visualizing and assessing hypotheses for ma-
rine archaeology in a vr cave environment. Journal on
Computing and Cultural Heritage (JOCCH), 8(2):10.
Lane, H. C., Hays, M. J., Core, M. G., and Auerbach, D.
(2013). Learning intercultural communication skills
with virtual humans: Feedback and fidelity. Journal
of Educational Psychology, 105(4):1026.
Makransky, G., Terkildsen, T. S., and Mayer, R. E. (2017).
Adding immersive virtual reality to a science lab si-
mulation causes more presence but less learning. Le-
arning and Instruction.
Matsumoto, D. and Hwang, H. C. (2013). Assessing cross-
cultural competence: A review of available tests.
Journal of cross-cultural psychology, 44(6):849–873.
Merriam-Webster Online (2017). Merriam-Webster Online
Dictionary.
Tackett, J. (2016). Using a 3D immersive environment to
study signal flow in music technology. PhD thesis,
Colorado Technical University.
Tasdemir, S. A. and Prasolova-Førland, E. (2014). Visuali-
zing afghan culture in a virtual village for training cul-
tural awareness in military settings. In Information Vi-
sualisation (IV), 2014 18th International Conference
on, pages 256–261. IEEE.
Van Dyne, L., Ang, S., Ng, K. Y., Rockstuhl, T., Tan,
M. L., and Koh, C. (2012). Sub-dimensions of the four
factor model of cultural intelligence: Expanding the
conceptualization and measurement of cultural intel-
ligence. Social and personality psychology compass,
6(4):295–313.
Webster, R. (2016). Declarative knowledge acquisition in
immersive virtual learning environments. Interactive
Learning Environments, 24(6):1319–1333.
Wray, R., Lane, H. C., Stensrud, B., Core, M., Hamel, L.,
and Forbell, E. (2009). Pedagogical experience mani-
pulation for cultural learning. In Proceedings of the
2nd Workshop on Culturally Aware Tutoring Systems
at the 14th International Conference on Artificial In-
telligence in Education, pages 35–44.
Yee, N. (2006). The psychology of mmorpgs: Emotional
investment, motivations, relationship formation, and
problematic usage. Avatars at work and play: Col-
laboration and interaction in shared virtual environ-
ments, 34:187–207.
Comparing the Performance of an Immersive Virtual Reality and Traditional Desktop Cultural Game
61