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Influence of Gameplay Duration, Hand Tracking, and Controller
Based Control Methods on UX in VR
Tanja Kojić
Quality and Usability Lab
Technical University of Berlin
Maurizio Vergari
Quality and Usability Lab
Technical University of Berlin
Simon Knuth
Quality and Usability Lab
Technical University of Berlin
Maximilian Warsinke
Quality and Usability Lab
Technical University of Berlin
Sebastian Möller
Quality and Usability Lab
Technical University of Berlin and
erman Research Center for Artificial
Intelligence (DFKI)
Jan-Niklas Voigt-Antons
Immersive Reality Lab
Hamm-Lippstadt University of
Applied Sciences
ABSTRACT
Inside-out tracking is growing popular in consumer VR, enhanc-
ing accessibility. It uses HMD camera data and neural networks
for effective hand tracking. However, limited user experience stud-
ies have compared this method to traditional controllers, with no
consensus on the optimal control technique. This paper investi-
gates the impact of control methods and gaming duration on VR
user experience, hypothesizing hand tracking might be preferred
for short sessions and by users new to VR due to its simplicity.
Through a lab study with twenty participants, evaluating presence,
emotional response, UX quality, and flow, findings revealed control
type and session length affect user experience without significant
interaction. Controllers were generally superior, attributed to their
reliability, and longer sessions increased presence and realism. The
study found that individuals with more VR experience were more
inclined to recommend hand tracking to others, which contradicted
predictions.
CCS CONCEPTS
Human-centered computing
Virtual reality;Interaction
paradigms.
KEYWORDS
Gameplay Duration, Hand Tracking
ACM Reference Format:
Tanja Kojić, Maurizio Vergari, Simon Knuth, Maximilian Warsinke, Sebas-
tian Möller, and Jan-Niklas Voigt-Antons. 2024. Influence of Gameplay
Duration, Hand Tracking, and Controller Based Control Methods on UX in
VR. In 16th International Workshop on Immersive Mixed and Virtual Environ-
ment Systems (MMVE ’24), April 15–18, 2024, Bari, Italy. ACM, New York,
NY, USA, 7 pages. https://doi.org/10.1145/3652212.3652222
This work is licensed under a Creative Commons Attribution International 4.0
License.
MMVE ’24, April 15–18, 2024, Bari, Italy
© 2024 Copyright held by the owner/author(s). Publication rights licensed to ACM.
ACM ISBN 979-8-4007-0618-9/24/04
https://doi.org/10.1145/3652212.3652222
1 INTRODUCTION
Virtual Reality (VR) headsets are rapidly gaining popularity, with
sales expected to triple in three years by 2023 [
18
]. The develop-
ment of standalone head-mounted displays (HMDs) with inside-
out tracking has surely contributed to their success. This device
type opens up the platform to a wider audience by eliminating
the need for advanced technical abilities, high-performance PCs,
and sensor setups. VR headsets, like game consoles, are typically
controlled using specialised handheld controllers. These controllers
allow for low-latency interaction with 3D material by tracking
them in space. Immersion in virtual environments relies heavily
on input, with more natural-looking input leading to higher levels
of immersion [
12
]. VR systems try to simulate real-world interac-
tions as precisely as feasible. The next step for input is to eliminate
controllers and use only hand tracking. Modern headsets include
integrated cameras for inside-out tracking, which can be used to
track hands and fingers with great precision [
6
]. The Meta Quest
platform demonstrates this capability. Using hand tracking instead
of a controller can lower the barrier of entry for those unfamil-
iar with VR, eliminating the need for button mappings. Previous
evaluations of these control systems in user experience (UX) have
shown inconsistent results [
5
,
8
,
19
], suggesting another element
may be at play. This paper aims to explore the impact of gameplay
time in relationship with the control method, as well as assessing
users’ willingness to interact with technology to see if those who
are more open to new systems [
4
] are more likely to be convinced
by hand tracking, given the limitations of current methods.
1.1
Gameplay Duration and Technology Affinity
In the field of user study design, it is usual practice to keep the
duration of the experience uniform throughout the experiment.
However, there have been cases where researchers deviated from
this pattern, undertaking studies that investigated the impact of
different experience durations on user satisfaction and engagement.
For example, in one study, participants engaged with a VR game for
2 and 5 minutes, providing insight into the possible implications
of time on user experience. Intriguingly, the data revealed a poten-
tial link between longer durations and increased flow experiences,
though it should be noted that this study did not provide thorough
insights into other critical aspects of user experience [20].
In order to explore more into the world of user adaptation to in-
novative technologies, it becomes clear that the process frequently
22
MMVE ’24, April 15–18, 2024, Bari, Italy Tanja Kojić, Maurizio Vergari, Simon Knuth, Maximilian Warsinke, Sebastian Möller, and Jan-Niklas Voigt-Antons
necessitates a time and effort investment on the part of the user.
This investment might vary greatly depending on things such as
previous experiences and personal character features. Some users
are naturally hesitant to face the obstacles of unknown technology,
but others are eager to embrace and study new systems and func-
tionalities in order to solve problems more efficiently. The Affinity
for Technology Interaction (ATI) questionnaire accurately captures
and models these two conflicting preferences [
4
]. Interestingly,
while the ATI questionnaire is a repeating component of user stud-
ies involving participants’ interactions with technology, it is rarely
used as an independent variable in research designs.
1.2 Hand Tracking as Control Method
Inside-out tracking technology is widely used in consumer VR
systems, with recent examples including the Meta Quest and Pico.
This system uses data from a series of integrated cameras to detect
complex hand motions in three-dimensional space in real time.
Hand tracking’s exceptional accuracy makes it a very practical way
to navigate some of the different virtual environments. However,
despite many advantages, hand tracking technology is not without
disadvantages.
One prominent challenge is the complexity of hand-to-hand
interactions and the tracking of unusual hand positions [
6
]. The
headset’s camera system has a limited field of view, which is a major
concern. While many hand activities occur directly in front of the
user’s face, because they are naturally focused on these actions,
some tasks, particularly those that replicate natural movements,
take place in the peripheral and lower fields of vision. This offers an
important challenge because gestures conducted in these locations
may not be efficiently caught by as many cameras, resulting in
a decrease in tracking accuracy. In rare situations, specific move-
ments may fall totally outside the scope of the cameras, resulting
in a complete loss of tracking functionality [
3
]. As a result, while
inside-out tracking technology has transformed VR interaction,
overcoming the issues associated with field of view constraints and
guaranteeing consistent tracking precision in all hand positions
remains an important focus of research and development within
the VR industry.
While hand tracking technology is not without its limitations, it
presents an promising potential for enhancing immersion within
virtual reality environments. One of its main advantages is its ability
to improve the user experience by expanding the range of "natural
sensorimotor contingencies for perception" offered by VR systems
[16]. Modern VR controllers, while effective in many respects, are
limited by their design. They can only track certain parts of the
hands, such as individual fingers, and restrict the range of hand
poses that users can perform while holding them. This constraint
is especially apparent when considering scenarios involving com-
plicated 3D manipulation activities, in which the VR system must
collect and duplicate details of these manipulations [
14
]. In these
cases, hand tracking technology appears as a more appealing option
than controllers, at least when physical feedback is not the major
concern. Hand tracking’s capacity to accurately simulate natural
hand movements and gestures has the potential to provide users
with a more intuitive and immersive virtual experience.
Several studies have investigated the potential of hand tracking
technologies in virtual reality (VR), resulting in a complex findings
and suggestions. In one such study, which intended to determine
the comparative usefulness and satisfaction levels of VR controllers
and hand tracking within a medical training simulation, no signif-
icant differences were discovered [
8
]. In contrast, another study
investigated the effectiveness of these two control approaches in
carrying out simple reach-pick-place tasks. Surprisingly, the results
favoured controllers, both in terms of objective performance mea-
sures and participant subjective ratings [
5
]. This finding highlights
the complex character of the hand tracking vs. controller argument,
implying that the choice between different control systems may be
determined by the unique environment and job at hand.
Furthermore, a third study added another degree of complexity
to this discussion by concluding that, while hand tracking technol-
ogy resulted in a more positive overall user experience, it appeared
to come at the expense of lower perceived dominance in contrast to
controllers [
19
]. This intriguing contradiction highlights the com-
plex nature of the comparison between these two control modalities,
implying that factors other than usability may influence the final
preference for one over the other. It is important to note that, while
these studies provide useful insights, they only partially overlap
in their judgements, and they do not give a clear consensus on
how hand tracking technology compares to traditional controllers
in the VR landscape. As a result, additional study and a thorough
examination of the unique situations and user preferences will be
needed to untangle the details of this ongoing research and reach
more definitive findings.
1.3 Objectives
In terms of VR games, hand tracking and controllers both offer
advantages and disadvantages. Previously mentioned studies have
been conducted to determine how they affect the user experience,
but few have examined how the handling mechanism and game
length interact.
While hand tracking technology has huge potential, it has yet to
become widely used in consumer products. This raises interesting
questions about the factors influencing its adoption. Specifically, it
is important to explore the effect of users’ ATI in shaping users will-
ingness to embrace hand tracking. A higher ATI score may indicate
an increased interest to investigate and experiment with this tech-
nology, regardless of its occasional technical difficulties. As a result,
understanding how ATI interacts with the popularity and use of
hand tracking in VR experiences aims to give insight into its future
direction in the constantly evolving arena of VR technology.
Therefore two research questions have been created for this
paper as:
How do control method and gameplay duration influence
user experience for virtual reality gaming, and is there an
interaction effect between the two?
Is hand tracking more popular with people who are less
experienced with virtual reality, and does this preference
vary over different gameplay durations?
23
Influence of Gameplay Duration, Hand Tracking, and Controller Based Control Methods on UX in VR MMVE ’24, April 15–18, 2024, Bari, Italy
2 METHODOLOGY
The study was mainly aimed to evaluate the user experience in
VR and to collect additional data as needed to answer our research
questions. To ensure consistency, we carried out the experiment in
a controlled laboratory setting on the university campus. For the
practical VR component of the research, we chose two different
gaming durations and two separate control approaches. Each period
related to a separate VR game.
The shorter duration lasted three minutes and included the puz-
zle game Cubism. We restart the game for each player, beginning
with the first levels. Each level introduced a new three-dimensional
geometric form that players had to "assemble" using a predeter-
mined set of smaller pieces. The solution options were restricted,
but both the goal form and the smaller shapes could be freely ro-
tated and shifted, expanding the number of potential locations. All
of the forms floated inside the available area, and players were free
to shift their viewpoint. Interactions focused mostly on grabbing
moving, rotating, and releasing shapes. The longer duration lasted
nine minutes and included the interactive narrative game Vacation
Simulator. Like the shorter game, we reset it for each player, begin-
ning with a special lesson. Participants played the game’s "Back
to Job" option, which provided an infinite simulation of a recep-
tionist’s job at a holiday resort. The space was restricted to a main
workstation and a kitchen area. Players were required to complete
the resort’s visitors’ basic demands by discovering and interacting
with the appropriate items in their surroundings. The game has an
episodic format, with each episode comprising one or more main
tasks. A virtual screen showed visuals of what participants should
be looking for and what actions they needed to do with the items.
Interactions mostly consisted on grabbing, moving, rotating, and
releasing items, with rare interactions with virtual buttons.
The average session time for VR headsets, excluding those that
rely on mobile phones, is about 46 minutes [
17
]. To avoid possible
VR-induced symptoms and consequences, it is recommended that
session lengths be limited to 55 to 70 minutes while conducting
user research in VR [
9
]. Given that many participants may be expe-
riencing VR for the first time, it is best to aim for somewhat shorter
periods to avoid problems. Given the necessity for participants to
complete surveys and follow instructions, the overall study time
was set at around 60 minutes. A bit less than half of this time was
spent within the VR headset, comfortably falling below of the limit.
The study’s control techniques included two options: controllers
and hand tracking. This research used the Meta Quest 2 (previ-
ously known as Oculus Quest 2), a commercial VR headset with six
degrees of freedom. This independent headset removes the need
for any attached connections, giving users a great deal of mobility.
With a per-eye resolution of 1832x1920 and built-in audio output
speakers, the device provides an immersive experience. Participants
simply had to set up the room setup once, enabling them to get
started right away. The only extra step was to adjust the head strap
for comfort. Both games featured Hand Tracking 2.0, the most ad-
vanced hand tracking technology available from Meta at the time
of the research. This system performed well in reliably tracking
hand motions, especially in difficult situations like fast gestures or
short hand-to-hand contact.
The research used a within-subjects design, which ensured that
every participant encountered each condition. The combination of
differed gaming durations, including both short and long sessions,
and two control modalities (controllers and hand tracking), resulted
in four separate experimental conditions with the order of condi-
tions set by a Latin square layout. The study’s procedure included
a number of brief introduction sessions. Whenever participants
began a new gaming session, they were given a short description of
the setting and the tasks they were given, supported by illustrations
such as screenshots. Similarly, control method adjustments were ac-
companied by short instructions that included controller use demos,
button functionality, and explanations of hand tracking movements.
Following each gaming session, participants were asked to answer
a series of UX questions, finishing in a final post-questionnaire at
the end of the research.
The demographics part of pre-questionnaire asked participants
about their gender, age, employment, and self-assessment of their
VR experience. Responses were scored on a scale of 1 ("not at all")
to 5 ("very experienced"). The part of pre-questionnaire was the
standardised ATI (Affinity for Technology Interaction) question-
naire. This questionnaire had nine questions, each with a 6-point
Likert scale ranging from 1 ("completely disagree") to 6 ("completely
agree"). The ATI score was calculated by taking the average of all
item scores and adjusting for three items that were reverse-worded
in compared to the others [4].
Following, several UX questionnaires were used to measure dif-
ferent ascepts of UX for each condition.
The igroup presence questionnaire (IPQ) was used to assess
presence, with questions scored on a 7-point Likert scale and
altering anchor points [15].
In addition, the Self-Assessment Manikin (SAM) was used
to assess different emotional responses. SAM used a 5-point
Likert scale and had a nonverbal, picture-oriented design,
that included several sorted variants of an image reflect-
ing different aspects. This questionnaire, well-established
and notably concise, has found application across diverse
contexts, offering an advantage when presented alongside a
variety of questionnaires.
The final UX questionnaire used was the Short User Experi-
ence Questionnaire (UEQ-S), which is a simplified version of
the User Experience Questionnaire (UEQ). This condensed
version reduced the original 26-item collection to only 8,
while additionally lowering the number of categories from
six to two: pragmatic and hedonic quality. The average score
from both of these categories might be viewed as an overall
assessment [11].
Lastly, the Flow State Scale (FSS) was used to assess the state
of flow, representing a comprehensive questionnaire with
36 individual items distributed across the 9 dimensions of
flow [7].
In a subsequent post-questionnaire, participants were given the
opportunity to express their willingness to recommend VR con-
trollers and hand tracking to others. They could also provide rea-
soning for their decisions and offer feedback on the overall study
experience.
24
MMVE ’24, April 15–18, 2024, Bari, Italy Tanja Kojić, Maurizio Vergari, Simon Knuth, Maximilian Warsinke, Sebastian Möller, and Jan-Niklas Voigt-Antons
(a) Cubism (b) Vacation Simulator
Figure 1: Screenshots of games: a) A scene from Cubism depicting a partially solved puzzle with some shapes inserted, one
in the player’s left hand and additional shapes floating in the play space, b) A scene from Vacation Simulator: Back to Job
depicting the player pulling a lever on a stylized blender that’s filled with fruits while standing in a kitchen with a pool in the
background.
2.1 Participants
The study included a total of 20 participants, recruited via the in-
stitution’s online portal for test subjects. Within the sample of 20
individuals, 7 identified as female and 13 as male. In particular, 65%
of the participants identified as students, which matches our predic-
tions given the recruiting methods. The participants’ average age
was 28.65 years, with the youngest being 20 years old and the oldest
being 57 years old, for a standard deviation of 9.25. Additionally,
the mean level of VR experience, measured on a scale of 1 ("not at
all") to 5 ("very experienced"), was 2.50, with a standard deviation
of 0.95.
3 RESULTS
To analyze the collected questionnaire data, two separate statistical
approaches were used. The results from the UX questionnaires (IPQ,
SAM, UEQ-S, FSS) were analysed using a two-way repeated mea-
sures analysis of variance (ANOVA). This statistical test determines
if two variables have a statistically significant interaction impact on
a continuous dependent variable. To reduce the probability of type
I errors, Bonferroni correction was used. The ANOVA’s assumption
of normality was tested using the Shapiro-Wilk test, which is con-
sidered a more trustworthy technique than utilising raw data [
10
].
It is worth noting that non-normal data was obtained; yet, ANOVA
is often recognised as resilient in the face of departures from the
normality assumption. The research results show that there are no
significant effects on type I error rates [
2
], confirming the validity
of using ANOVA even in the absence of strict normality [
13
]. For
the remaining dataset, including the ATI score, the VR experience
rating, and the hand tracking recommendation, a binomial logistic
regression analysis was performed.
3.1 Presence
Significant differences were revealed across all dimensions of the
IPQ questionnaire when comparing different gameplay duration
conditions. Before proceeding with the analysis, the original 1/7
scale used in the study was converted to a 0/6. Figure 2 provides a
complete overview of how gaming duration affects the IPQ dimen-
sions.
In terms of general presence, gaming time had an effect, with
a significant difference between short and long durations (F(1,19)
= 7.006, p =.016, partial
𝜂2
=.269). Overall, the long duration con-
dition (4.500±0.185) was reported to make users feeling more in
presence compared to the short duration condition (4.025±0.225),
with a mean difference of 0.475 (95% CI, 0.099 to 0.851). In the con-
text of spatial presence, a statistically significant main effect of
gameplay duration was found as well (F(1,19) = 19.413, p = .001,
partial
𝜂2
= .505). Spatial presence increased significantly in the
long duration condition (4.450±0.142) compared to the short dura-
tion condition (3.895±0.184), with a mean difference of 0.555 (95%
CI, 0.291–0.819). Involvement was significantly higher when using
controllers (3.925±0.249) than hand tracking (3.450±0.300) for short
durations (F(1,19) = 7.228, p =.015), with a mean difference of 0.475
(95% CI, 0.105 to 0.845). However, long-term participation with
controllers (3.738±0.280) did not show a statistically significant dif-
ference from hand tracking (3.750±0.282) (F(1,19) = 0.005, p =.944).
In the scope of experienced realism, the main effect of gameplay
duration produced statistical significance (F(1,19) = 4.367, p = .050,
partial
𝜂2
= .187). Experienced realism increased significantly in the
long length condition (2.656±0.237) compared to the short duration
condition (2.363±0.237) where users due to less time to play have
felt environment is less realistic, with a mean difference of 0.294
(95% CI, 0 to 0.588).
25
Influence of Gameplay Duration, Hand Tracking, and Controller Based Control Methods on UX in VR MMVE ’24, April 15–18, 2024, Bari, Italy
(a) IPQ and Gameplay Duration (b) UEQ-S and Control Methods
Figure 2: Overview of results: a) Chart depicting estimated marginal means by gameplay duration for IPQ dimensions, b) Chart
depicting estimated means by control method for UEQ-S dimensions.
3.2 Pragmatic Quality
Pragmatic quality, one of the dimensions of the UEQ, showed sig-
nificant differences in this research, resulting in it being the only
dimension within the UEQ to show statistical significance. Prag-
matic quality evaluates a system or interface’s usefulness, efficiency,
and usability from the standpoint of the user. The study’s 1/7 scale
was transformed into a 3/+3scale prior to analysis.
The main effect of control method showed a statistically signif-
icant difference between controllers and hand tracking (F(1,19) =
6.252, p =.022, partial
𝜂2
=.248). The study found that controllers
(0.938±0.156) outperformed hand tracking (0.569±0.130) in terms of
pragmatic quality, with a mean difference of 0.369 (95% CI, 0.060 to
0.677). Figure 2 shows an overview of how control methods effected
the UEQ-S dimensions.
3.3 Clear Goals, Concentration and Sense of
Control
The study of the Flow State Scale (FSS) data revealed significant
results in important elements of the flow experience. Particularly,
participants’ assessments for specific goals, attention, and sense of
control changed significantly throughout the analysed activities,
giving insight on these important features of the flow state.
The study revealed a statistically significant difference in the
main impact of gameplay length (F(1,19) = 7.404, p =.014, partial
𝜂2
=.280) on the dimension associated with specific goals. Clear goals
were significantly greater during short length sessions (4.488±0.109)
than long duration sessions (4.019±0.163), with a mean difference
of 0.469 (95% CI, 0.108 to 0.829). When it comes to the focus on the
task, the main effect of control method was statistically significant
(F(1,19) = 5.000, p =.038, partial
𝜂2
=.208), indicating that controllers
(4.475±0.109) were significantly more focused on the task at hand
than hand tracking (4.350±0.124), with a mean difference of 0.125
(95% CI, 0.008 to 0.242). The main effect of gaming time was sta-
tistically significant (F(1,19) = 6.491, p =.020, partial
𝜂2
=.255) in
terms of the feeling of control dimension. Short length sessions
resulted in a stronger sense of control (4.238±0.102) compared to
long duration sessions (3.813±0.196), with a significant mean dif-
ference of 0.425 (95% CI, 0.076-0.774). The main effect of control
method was statistically significant (F(1,19) = 15.073, p =.001, partial
𝜂2
=.442). Additionally, controllers were reported to have a signif-
icantly higher sense of control (4.281±0.121) than hand tracking
(3.769±0.170), with a mean difference of 0.513 (95% CI, 0.236 to
0.789).
3.4 Previous VR experience
In terms of participants’ past VR experience, a binomial logistic
regression was used to determine its impact on the probability of
recommending hand tracking technology. In this respect, the model
explained 26.1% of the variation in hand tracking suggestions while
correctly classifying 74.1% of instances. It is worth mentioning that
the predictor variable, VR experience, was statistically significant
(p =.042). This finding points out to a relationship: as individuals’
levels of VR experience increased, their tendency to recommend
hand tracking to others showed a significant rise.
4 DISCUSSION
The study’s findings provide intriguing insights into how gaming
time and control approaches affect VR user experience. While con-
trollers received recognition for their precision and ease of use,
hand tracking received mixed reviews, with some appreciating its
inventive potential but others criticising its current technological
limits.
4.1 Feedback on control methods
Participants provided their opinions on the control methods and
hand tracking through a concluding survey, after testing each for
approximately 12 minutes. The controllers received equally positive
feedback, including recognition for their precision and reliability.
Participants rated it easier to use, with many noticing that grab-
bing items in VR felt very comparable to real-world interactions. In
contrast, evaluations on hand tracking differed. It was recognised
as an innovative and exciting technology that provided a better
level of immersion and realism by allowing users to see their hands
in the virtual world. However, it was stated that the technique re-
quired additional refinement. There were issues with its accuracy
and the strange feeling caused by delay. The need to keep hands
26
MMVE ’24, April 15–18, 2024, Bari, Italy Tanja Kojić, Maurizio Vergari, Simon Knuth, Maximilian Warsinke, Sebastian Möller, and Jan-Niklas Voigt-Antons
inside the camera’s view was criticised, and the lack of actual sen-
sation when grabbing digital objects. The tactile sense provided
by controller buttons was preferred to the absence of feedback in
hand tracking. Observations throughout the study revealed chal-
lenges with hand-to-hand interactions and the cameras’ narrow
field of vision, resulting in unpredictable motions when hands went
out and then back into the monitored region. Hand tracking also
did not work with precision activities like turning items, which
significantly impacted the gameplay experience.
4.2 User Experience Insights
The data mainly showed the independent effects of gaming duration
and control method on several metrics, with significant effects de-
tected. Longer gaming durations increased measures of presence
and realism, indicating that prolonged VR experiences improve the
perception of being in a real environment. Surprisingly, despite
user feedback, hand tracking had no equivalent effect on perceived
realism. The study noted differences in clarity of objectives and
control sensation between short and long gameplay sessions, po-
tentially influenced by the nature of the games used. Controllers
were shown to considerably improve task attention, probably due
to experience with comparable gaming gadgets and their inher-
ent reliability. The lack of tactile feedback in hand tracking has
a negative effect on user experience, highlighting the advantages
of controllers for replicating realistic interactions. Gameplay dura-
tion also played a significant role in immersion and presence, with
longer sessions resulting in better outcomes.
General presence, spatial presence, and experienced realism, all
of which were measured using the IPQ, were statistically signifi-
cantly higher for the long gameplay duration. This could indicate
that spending more time in a VR experience helps to convince
the player of being a part of a real environment, instead of just
playing a game. Interestingly, hand tracking did not show a com-
parable effect on the experienced realism, even though multiple
participants explained that the control method felt more real in
the post-questionnaire. However, the goals seemed clearer, and the
sense of control was statistically significantly improved for the
short gameplay duration, as measured using the FSS. This could be
ascribed to the nature of the two games. Vacation Simulator is a bit
more expansive compared to Cubism, which may have had an ef-
fect on the Clear goals dimension. Additionally, Vacation Simulator
requires the use of two hands for some scenarios, which perhaps
impacted the sense of control due to players typically using just a
single hand for Cubism as observed during the study. This is not in
line with another study that indicated higher flow for the longer
duration. However, that experiment also labelled 2 minutes as the
short duration and 5 minutes as the long duration, as opposed to 3
and 9 minutes here [20].
Hedonic quality however was not impacted by gameplay dura-
tion or control method, even though controllers were objectively
and subjectively worse. Both were measured using the UEQ-S. Sense
of control was statistically significantly higher for controllers as
well, in addition to the effect caused by the gameplay duration,
which probably also stems from the reliability discrepancy and was
measured using the FSS. Participants commented that hand track-
ing does not feel natural at all due to the delay between moving
one’s hands and seeing the result in VR. The average temporal delay
for hand tracking is a significant 38.0 milliseconds [
1
]. Measured
using the IPQ, involvement showed a two-way interaction effect
and was higher for controllers for the short gameplay duration.
This could again have been influenced by the controller’s superior
reliability.
4.3 VR Experience Level and ATI Score
The study also aimed to investigate the relationship between partici-
pants’ VR experience and their willingness to suggest hand tracking.
Interestingly, people with greater VR expertise were more likely
to recommend hand tracking, contrary to our hypothesis. This
might indicate that experienced users are more willing to accept
the limits of existing VR technology. Participants with the least
experience reported regular problems with hand tracking, but those
with the most experience did not, indicating a better tolerance or
acceptance. The technology interaction affinity (ATI) score had
no significant effect on hand tracking suggestions, indicating that
other characteristics were not evaluated.
4.4 User Study Limitations
A critical limitation of the study was the use of different games
for varying gameplay durations, driven by the impracticality of
developing a custom VR application. The games were chosen based
on compatibility with both control techniques, ethical acceptabil-
ity, and beginning accessibility, resulting in the choice of using
different games for short and long sessions. This provided a vari-
able that might influence the perception of findings, particularly
regarding feeling of presence and realism due to different game de-
sign. The short-duration game Cubism and the long-duration game
Vacation Simulator presented distinct experiences that might im-
pact user feedback and performance measures, needing additional
caution when using these outcomes.
5 CONCLUSION
In conclusion, our findings align with the expected results regard-
ing the comparison between controllers and hand tracking within
virtual reality (VR) environments. As assumed, the comparison of
controllers and hand tracking revealed that controllers are the more
rational choice in every way, at least for the specified VR games,
corroborating previous findings [
5
]. This advantage is attributed
to the controllers’ more reliability, their perception of control, and
users’ increased task attention, all of which lead to a more immer-
sive VR experience. However, it is important to note that previous
study has shown that hand tracking can outperform controllers for
some interactions [
19
], demonstrating a context-dependent prefer-
ence that changes with the nature of the interaction and the users’
experience with VR technology. The mixed findings point to a dy-
namic environment for VR interaction approaches, with the option
between controllers and hand tracking potentially evolving as tech-
nology progresses and user experiences expand. Future research is
encouraged to further explore these interactions and the potential
shifts in user preference as the fidelity of hand tracking improves.
27
Influence of Gameplay Duration, Hand Tracking, and Controller Based Control Methods on UX in VR MMVE ’24, April 15–18, 2024, Bari, Italy
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