New Rochelle, NY, August 5, 2020--Individuals playing a virtual reality (VR)-based game showed a higher navigational efficiency and less disorientation than those playing a non-VR immersive desktop version, according to a study in the peer-reviewed journal Cyberpsychology, Behavior, and Social Networking. Click here to read the article now.
Navigation in VR can be overwhelming for its users.
"Participants in the VR condition performed better on spatial-based knowledge questions," said Egon van den Broek, PhD, Utrecht University, The Netherlands, and coauthors.
"An interesting use of VR, in addition to education and training, is its use to rehabilitate decreases occurring in navigational abilities and spatial memory in older individuals," says Editor-in-Chief Brenda K. Wiederhold, PhD, MBA, BCB, BCN, Interactive Media Institute, San Diego, California and Virtual Reality Medical Institute, Brussels, Belgium.
About the Journal
Cyberpsychology, Behavior, and Social Networking is an authoritative peer-reviewed journal published monthly online with Open Access options and in print that explores the psychological and social issues surrounding the Internet and interactive technologies. Complete tables of contents and a sample issue may be viewed on the Cyberpsychology, Behavior, and Social Networking website.
About the Publisher
Mary Ann Liebert, Inc., publishers is a privately held, fully integrated media company known for establishing authoritative peer-reviewed journals in many promising areas of science and biomedical research, including Games for Health Journal, Telemedicine and e-Health, and Journal of Child and Adolescent Psychopharmacology. Its biotechnology trade magazine, GEN (Genetic Engineering & Biotechnology News), was the first in its field and is today the industry's most widely read publication worldwide. A complete list of the firm's 90 journals, books, and newsmagazines is available on the Mary Ann Liebert, Inc., publishers website.