Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience
Abstract
:1. Introduction
1.1. Presence in VR
1.2. Embodiment in VR
1.3. Task Motivation
2. Literature Review
2.1. Virtualized Workplace Teams
VR Workplace Teams
2.2. Team Experiences
2.2.1. Perceived Effectiveness
2.2.2. Knowledge Sharing
2.3. VR Predisposition
2.4. Environmental Features of VR
2.5. Current Studies
2.6. Power Analysis
3. Materials and Methods
3.1. Study 1
3.1.1. Participants
3.1.2. Procedures
3.1.3. Measures
- VR Pursuit. VR Pursuit encompasses the intentions and motivations that lead individuals to voluntarily engage with VR. This concept was taken from [44] where we adapted the 19-item Video Game Pursuit (VGPu) Scale [44] with the four original subscales: intentional gameplay, video game self-efficacy, enjoyment of games, and prone to game immersion. The adaptations changed the points of reference from the words video game and play to the words VR and use. The remaining language was unchanged. We are calling this adapted scale the Virtual Reality (VR) Pursuit Scale with the revised subscales: intentional VR use α = 0.85, VR self-efficacy α = 0.92, enjoyment of VR α = 0.88, and prone to VR immersion α = 34. Because item 2 from the prone to VR immersion subscale created a below-acceptable reliability value, we dropped that item and only used the overall VR Pursuit Scale which produced good reliability with the current sample α = 0.93.
- Intimidation with VR. We define intimidation with VR as having a general sense of discomfort or confusion when using VR [44]. We measured this using a 6-item Intimidation with VR Scale α = 0.88, which was similarly adapted from the Intimidation with Games Scale where the words video game and play were changed to VR and use [44].
3.2. Study 2
3.2.1. Participants
3.2.2. Procedures
3.2.3. VR Activity
3.2.4. Pre-Survey Measures
- Demographic Questions. Participants reported age, gender, ethnicity, industry of future work, and access to a VR system. Table 2 provides a summary of the demographic information.
- Prior Knowledge. A single-item question was written for the purpose of this study and sought to understand the preexisting knowledge participants had about being an airline pilot, which is relevant to the scenario presented in study 2.
- Time Monitoring. Time monitoring is a time management behavior, defined as monitoring and controlling time through determining needs, setting goals, and prioritizing and planning tasks to achieve these goals [47]. Time Monitoring (α = 0.79) was measured with a 6-item scale [48] and adapted to reference the VR activity.
- VR Pursuit. VR Pursuit is described in detail in the study 1 measures. All but one of the subscales produced good reliability estimates: intentional VR use α = 0.73, VR self-efficacy α = 0.90, enjoyment of VR α = 0.92, and prone to VR immersion α = 0.43. The second item in the subscale prone to VR immersion was dropped again due to poor reliability. Only the overall VR pursuit measure was used, which demonstrated good reliability of α = 0.87.
3.2.5. Post-Survey Measures
- Presence. Presence is defined as a perceptual illusion in which individuals know they are in a virtual environment that is not reality, but nonetheless experience a feeling of truly being in the virtual environment [14]. Presence was measured using the 5-item Physical Presence subscale (α = 0.71) from the Multimodal Presence Scale [49].
- Task Motivation. Task motivation describes feeling intrinsically motivated to complete a provided task and following one’s own enjoyment or satisfaction of the task rather than pursuing an explicit reward [50]. The 15-item Intrinsic Motivation Inventory [51] was used to assess task motivation. This included four subscales: interest-enjoyment α = 0.90, perceived competence α = 0.52, effort-importance α = 0.74, and pressure-tension α = 0.72.
- Perceived Effectiveness. The perceived effectiveness of a team is characterized by the contributions, quality of work, interactions, knowledge, skills, and abilities exhibited within a team [35]. Perceived effectiveness for this study was measured using the 10-item Interacting with Teammates Subscale from the Team Member Effectiveness Scale α = 0.87 [35].
- VR Discomfort. We define VR discomfort as the degree of unpleasant symptoms a participant reports having experienced while in the VR environment. VR discomfort was measured using the 6-item Distress Subfactor of the Presence Scale α = 0.83 [54].
4. Results
4.1. Study 1
4.2. Study 2
4.2.1. Hypothesis Testing
4.2.2. Additional Analyses
5. Discussion
5.1. Limitations
5.2. Future Research
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Variable | Category | Count | Percent |
---|---|---|---|
Gender | Female | 58 | 65% |
Male | 28 | 31% | |
Trans Male | 1 | 1% | |
Genderqueer/Non-binary | 3 | 3% | |
Ethnicity | White or Caucasian | 18 | 20% |
Black, African American, or Other African Origin | 4 | 5% | |
Latina/o/x or Hispanic | 41 | 45% | |
Asian American or Asian Origin | 15 | 17% | |
Native American or Alaska Native | 1 | 1% | |
Two or more Races | 11 | 12% | |
Industry | Accommodations and Food Services | 26 | 29% |
Administrative and Support Services | 7 | 8% | |
Agriculture, Forestry, Fishing, and Hunting | 1 | 1% | |
Arts, Entertainment, and Recreation | 11 | 12% | |
Educational Services | 16 | 18% | |
Finance and Insurance | 1 | 1% | |
Government | 1 | 1% | |
Health Care and Social Assistance | 9 | 10% | |
Information Technology | 2 | 2% | |
Management of Companies and Enterprises | 1 | 1% | |
Professional, Scientific, and Technical Services | 2 | 2% | |
Retail | 13 | 15% | |
VR Access | HTC Vive | 22 | 24% |
Index | 2 | 2% | |
Oculus | 1 | 1% | |
Other (not listed here) | 62 | 70% | |
No access to a VR system | 3 | 3% |
Variable | Category | Count | Percent |
---|---|---|---|
Gender | Female | 23 | 51% |
Male | 20 | 45% | |
Genderqueer/Non-binary | 2 | 4% | |
Ethnicity | White or Caucasian | 7 | 15% |
Black, African American, or Other African Origin | 8 | 18% | |
Latina/o/x or Hispanic | 17 | 38% | |
Asian American or Asian Origin | 9 | 20% | |
Middle Eastern or North African Origin | 1 | 2% | |
Two or more Races | 3 | 7% | |
Industry | Accommodations and Food Services | 5 | 11% |
Administrative and Support Services | 1 | 2% | |
Agriculture, Forestry, Fishing, and Hunting | 1 | 2% | |
Arts, Entertainment, and Recreation | 8 | 18% | |
Educational Services | 8 | 18% | |
Finance and Insurance | 2 | 5% | |
Government | 1 | 2% | |
Health Care and Social Assistance | 2 | 5% | |
Professional, Scientific, and Technical Services | 4 | 8% | |
Retail | 9 | 20% | |
Transportation and Warehousing | 3 | 7% | |
Utilities | 1 | 2% | |
VR Access | HTC Vive | 22 | 48% |
Oculus | 3 | 7% | |
Other (not listed here) | 20 | 45% |
M | SD | 1 | 2 | 3 | 4 | |
---|---|---|---|---|---|---|
1. Gender | 0.33 | 0.47 | ||||
2. Age | 26.10 | 8.20 | 0.14 | |||
3. VR Pursuit | 2.95 | 0.70 | 0.24 * | 0.26 * | 0.93 | |
4. Intimidation with VR | 2.60 | 0.86 | −0.29 ** | −0.17 | −0.69 *** | 0.88 |
M | SD | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
---|---|---|---|---|---|---|---|---|---|---|---|
1. Gender | 0.47 | 0.50 | |||||||||
2. Age | 26.40 | 6.58 | 0.07 | ||||||||
3. VR Pursuit | 2.88 | 0.51 | 0.27 | 0.12 | 0.87 | ||||||
4. Presence | 3.32 | 0.79 | <0.01 | 0.04 | 0.34 * | 0.71 | |||||
5. Embodiment | 2.83 | 1.04 | −0.08 | 0.19 | 0.26 | 0.69 *** | 0.85 | ||||
6. Task Motivation | 3.81 | 0.53 | 0.05 | 0.06 | 0.30 * | 0.58 *** | 0.27 | 0.86 | |||
7. Perceived Effectiveness | 3.90 | 0.65 | 0.16 | 0.11 | 0.30 * | 0.44 ** | 0.40 ** | 0.38 ** | 0.87 | ||
8. Knowledge Sharing | 3.54 | 0.65 | 0.02 | 0.28 | 0.23 | 0.36 * | 0.25 | 0.32 * | 0.77 *** | 0.79 | |
9. VR Discomfort | 2.40 | 0.98 | 0.05 | −0.30 * | −0.18 | −0.39 ** | −0.30 * | −0.54 *** | −0.39 ** | −0.35 * | 0.83 |
Subscale | Question |
---|---|
Intentional VR Use | I spend many hours each week using VR. |
I have searched for information (e.g., magazines or websites) to improve my VR skills. | |
I plan to continue improving my VR skills. | |
I am proactive in seeking ways to improve my VR skills. | |
I deliberately seek out VR experiences. | |
I would call myself a “serious” VR user. | |
Self-Efficacy with VR | I am good at using VR, compared to others. |
I am confident in using VR. | |
I have good VR skills. | |
I have a lot of experience with using VR. | |
Based on my knowledge of previous VR usage, I can easily manage VR controls. | |
I can keep up with a VR experience that moves quickly. | |
Enjoyment of VR | I enjoy VR. |
VR is fun. | |
I like using VR. | |
I think VR is entertaining. | |
Prone to VR Immersion | I lose track of time when I use VR. |
When I use VR, I lose track of my senses (e.g., cannot tell if I am getting hungry or tired). | |
I am fully immersed when I use VR. |
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Share and Cite
Sanchez, D.R.; McVeigh-Schultz, J.; Isbister, K.; Tran, M.; Martinez, K.; Dost, M.; Osborne, A.; Diaz, D.; Farillas, P.; Lang, T.; et al. Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience. Virtual Worlds 2024, 3, 418-435. https://doi.org/10.3390/virtualworlds3040023
Sanchez DR, McVeigh-Schultz J, Isbister K, Tran M, Martinez K, Dost M, Osborne A, Diaz D, Farillas P, Lang T, et al. Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience. Virtual Worlds. 2024; 3(4):418-435. https://doi.org/10.3390/virtualworlds3040023
Chicago/Turabian StyleSanchez, Diana R., Joshua McVeigh-Schultz, Katherine Isbister, Monica Tran, Kassidy Martinez, Marjan Dost, Anya Osborne, Daniel Diaz, Philip Farillas, Timothy Lang, and et al. 2024. "Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience" Virtual Worlds 3, no. 4: 418-435. https://doi.org/10.3390/virtualworlds3040023
APA StyleSanchez, D. R., McVeigh-Schultz, J., Isbister, K., Tran, M., Martinez, K., Dost, M., Osborne, A., Diaz, D., Farillas, P., Lang, T., Leeds, A., Butler, G., & Ferronatto, M. (2024). Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience. Virtual Worlds, 3(4), 418-435. https://doi.org/10.3390/virtualworlds3040023