Date of Award

1-2024

Document Type

Thesis

Degree Name

Master of Arts (MA)

College/School

College of Humanities and Social Sciences

Department/Program

Psychology

Thesis Sponsor/Dissertation Chair/Project Chair

Kevin Askew

Committee Member

Valerie Sessa

Committee Member

Michael Bixter

Committee Member

Mele Kramer

Abstract

Virtual reality has shown promise as a tool for organizational training. Implementing gamification, the use of game elements, has been shown to further improve learning outcomes. However, gamification has shown inconsistent results when applied to VR. To investigate this, we used motivational theory as a framework to select, justify, and implement game elements based on each theory to create different versions of a virtual grocery store training. Our results did not indicate any differences on performance, persistence, or error rate between each training condition, and exploratory analyses investigated the link between perceived competence and VR program quality. We discuss potential explanations for gamification’s inconsistency and the effects of presence.

File Format

PDF

Included in

Psychology Commons

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