How gamifying a serious VR MRI game for children affects engagement and replayability
Korhonen, Amanda; Sorvoja, Jenna (2025-06-05)
Korhonen, Amanda
Sorvoja, Jenna
A. Korhonen; J. Sorvoja
05.06.2025
© 2025 Amanda Korhonen, Jenna Sorvoja. Ellei toisin mainita, uudelleenkäyttö on sallittu Creative Commons Attribution 4.0 International (CC-BY 4.0) -lisenssillä (https://creativecommons.org/licenses/by/4.0/). Uudelleenkäyttö on sallittua edellyttäen, että lähde mainitaan asianmukaisesti ja mahdolliset muutokset merkitään. Sellaisten osien käyttö tai jäljentäminen, jotka eivät ole tekijän tai tekijöiden omaisuutta, saattaa edellyttää lupaa suoraan asianomaisilta oikeudenhaltijoilta.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202506054148
https://urn.fi/URN:NBN:fi:oulu-202506054148
Tiivistelmä
Magnetic resonance imaging (MRI) procedures can be intimidating for children and often cause anxiety and fear. This thesis explores how incorporating gamified elements to a virtual reality (VR) simulation of an MRI procedure from a child’s perspective can enhance children’s engagement and immersion while teaching them the process in a realistic way.
We developed an informative coin collection feature for an existing VR MRI game to increase interactivity and add an educational element to the virtual environment. In addition, we ported and optimized the game for a standalone Meta Quest 2 head-mounted display (HMD), focusing on performance improvements such as light baking and optimizing scenes.
A user study was conducted with nine children aged 7-13 years to evaluate the impact of the game on engagement and replayability. The participants played two versions of the game: one with animated coin collectibles displaying MRI-related facts, and second, a simplified shorter version without animations or additional details.
Data were collected using the Game Experience Questionnaire (GEQ) and semi-structured interviews. The results suggest that children unfamiliar with MRI reported greater engagement and immersion, as well as tiredness, probably due to novelty and learning exhaustion. Most enjoyed the coin feature and were willing to replay the game, though some unexperienced VR users found the navigation challenging.
We developed an informative coin collection feature for an existing VR MRI game to increase interactivity and add an educational element to the virtual environment. In addition, we ported and optimized the game for a standalone Meta Quest 2 head-mounted display (HMD), focusing on performance improvements such as light baking and optimizing scenes.
A user study was conducted with nine children aged 7-13 years to evaluate the impact of the game on engagement and replayability. The participants played two versions of the game: one with animated coin collectibles displaying MRI-related facts, and second, a simplified shorter version without animations or additional details.
Data were collected using the Game Experience Questionnaire (GEQ) and semi-structured interviews. The results suggest that children unfamiliar with MRI reported greater engagement and immersion, as well as tiredness, probably due to novelty and learning exhaustion. Most enjoyed the coin feature and were willing to replay the game, though some unexperienced VR users found the navigation challenging.
Kokoelmat
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