Level of Presence in Team-Building Activities: Gaming Component in Virtual Environments
Gianluca De Leo, Koren S. Goodman, Elena Radici, Scott R., Secrhist, Thomas W. Mastaglio

TL;DR
This study investigates how various user characteristics influence the sense of presence during team-building activities in virtual environments, highlighting factors like gender and negative effects that impact engagement and immersion.
Contribution
It provides empirical evidence on the correlation between user traits and presence levels in virtual team training using inexpensive technology.
Findings
Female participants showed higher engagement levels.
Less negative effects correlated with higher presence.
Presence was achieved with basic laptop and headset technology.
Abstract
Historically the training of teams has been implemented using a face-to-face approach. In the past decade, on-line multiuser virtual environments have offered a solution for training teams whose members are geographically dispersed. In order to develop on effective team training activity, a high sense of presence among the participant needs to be reached. Previous research studies reported being able to reach a high level of presence even when using inexpensive technology such as laptop and headset. This study evaluates the level of presence of ten subjects who have to perform a team-building activity in a multi-user virtual environment using a laptop computer and a headset. The authors are interested in determining which user characterizes, such as gender, age and knowledge of computers, have a strong correlation with the level of sense of presence. The results of this study showed…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Team Dynamics and Performance · Evacuation and Crowd Dynamics
