Volume 16, Number 3

Utilizing Hedonic-Motivation System Acceptance Model (HMASM) in Developing a Keris Virtual Reality Game

  Authors

Muhammad Waiz Hasyimi Muhammad Hidzer and Maizatul Hayati Mohamad Yatim, Sultan Idris Education University, Malaysia

  Abstract

Virtual Reality (VR) games provide players with an immersive experience by mimicking a virtual world that seems authentic to them. However, designing and developing virtual reality games present a significant challenge in addressing issues related to prolonged use of head-mounted display (HDM) equipment, which can lead to digital vertigo or cybersickness. Accordingly, this study aims to create a VR game centred to address and alleviate issues related to digital vertigo, immersive settings, and interactive controls. This article reports on the findings from an investigation of initial requirements for designing and developing virtual reality games to enhance the immersive experience. For that, Hedonic-Motivation System Acceptance Model (HMSAM) was chosen as a part of the research conceptual framework which focuses on four factors (perceived usefulness, curiosity, enjoyment, and control). These factors are mapped to examine the acceptance factors of VR games, serving as a foundation to direct and elucidate research findings on cybersickness issue. A VR game called Keris was developed using Rapid Prototyping model. A focus group design was conducted with nine experts to measure the four factors. Their feedback were analysed using descriptive statistics. As a result of the study, all experts agreed that the four factors confirmed the robustness of the model. It revealed high mean score for various factors: Perceived Usefulness (Mean=4.52, SD=0.59), Curiosity (Mean=4.36, SD=0.61), Enjoyment (Mean=4.42, SD=0.62), and Control (Mean=4.40, SD=0.59). In conclusion, by using correct VR design and features, it is as reflected in the high overall immersive experience mean score for the prototype. The study implies that the four factors could be a guide for designers and developers of VR game application in increasing immersive experience despite cybersickness.

  Keywords

Virtual Reality games, immersive experience, Keris, cybersickness.