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Gamification and Hazard Communication in Virtual Reality: A Qualitative Study.
Janaina Cavalcanti1, Victor Valls2, Manuel Contero1
1Institute for Research and Innovation in Bioengineering (I3B), Universitat Politècnica de València, Camino de Vera s/n, 46022 Valencia, Spain.
Sensors (Basel, Switzerland)
|July 24, 2021
Summary
Virtual reality (VR) training using gamified risk environments shows users prioritize exploring consequences over safety. Textual warnings are ignored under time pressure, highlighting the need for advanced notification technologies.
Area of Science:
- Human-Computer Interaction
- Virtual Reality Training
- Gamification in Safety
Background:
- Effective warnings are crucial for compliance behavior.
- Game mechanics offer engaging training and evaluation tools.
- Immersive virtual reality (VR) provides risk-free training and smart environments.
Purpose of the Study:
- Analyze user experience in a gamified VR risk environment.
- Evaluate the impact of different warning configurations and danger levels.
- Assess user interaction, experience, perception, and memory.
Main Methods:
- Developed a VR game in Unreal Engine with a maze, dangers, and signaling variables.
- Recorded user action data during gameplay.
- Administered pre- and post-game surveys (personality, knowledge) and used bipolar laddering assessment.
Main Results:
- Users in VR tend to test consequences rather than prioritize safety.
- Textual warning signals are overlooked under time-related stress.
- Dynamic and smart warnings may offer better interaction than static ones.
Conclusions:
- User behavior in VR risk environments differs from real-world expectations.
- Current textual warning systems are insufficient in high-stress VR scenarios.
- Advancements in warning technologies are needed for better human behavior evaluation in virtual high-risk settings.

