VR Cloud Gaming UX: Exploring the Impact of Network Quality on Emotion, Presence, Game Experience and Cybersickness

📅 2024-08-22
🏛️ 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)
📈 Citations: 0
Influential: 0
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🤖 AI Summary
This study investigates the impact mechanisms of network quality degradation—specifically packet loss and latency—on user experience (UX) in VR cloud gaming. Using NetEm to emulate Wi-Fi impairments on Meta Quest 3, we systematically evaluated emotional response, presence, gameplay experience, and cybersickness during Air Link streaming of two representative VR games: *Beat Saber* and *Cubism*. Results reveal that packet loss exerts a significantly stronger negative effect on UX than latency. Crucially, game genre modulates network sensitivity: packet loss exacerbates cybersickness in *Beat Saber*, yet attenuates presence in *Cubism*; statistically significant differences emerge across emotion, perceived quality, and gameplay experience (Friedman/Dunn tests, *p* < 0.05). This work introduces the novel concept of “genre-dependent network sensitivity,” establishing a foundation for genre-specific network optimization and interaction design in VR cloud gaming. It further confirms network stability—not merely bandwidth or latency—as the current primary bottleneck for immersive VR streaming.

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📝 Abstract
This study explores the User Experience (UX) of Virtual Reality (VR) cloud gaming under simulated network degradation conditions. Two contrasting games (Beat Saber, Cubism) were streamed via Meta Air Link to a Quest 3 device in a laboratory setup. Packet loss and delay were introduced into the streaming network using NetEm for Wi-Fi traffic manipulation. In a within-subjects experiment, 16 participants played both games under three network conditions (Loss, Delay, Baseline), followed by post-game questionnaires assessing their emotions, perceived quality, game experience, sense of presence, and cybersickness. Friedman’s test and Dunn’s post-hoc test for pairwise comparisons revealed that packet loss had a greater impact on UX than delay across almost all evaluated aspects. Notably, packet loss in Beat Saber led to a significant increase in cybersickness, whereas in Cubism, players experienced a significant reduction in their sense of presence. Additionally, both games exhibited statistically significant variations between conditions in most game experience dimensions, perceived quality, and emotional responses. This study highlights the critical role of network stability in VR cloud gaming, particularly in minimizing packet loss. The different dynamics between the games suggest the possibility of genre-specific optimization and novel game design considerations for VR cloud games.
Problem

Research questions and friction points this paper is trying to address.

Impact of network quality on VR cloud gaming UX
Effects of packet loss and delay on emotions and presence
Network stability's role in reducing cybersickness in VR gaming
Innovation

Methods, ideas, or system contributions that make the work stand out.

Simulated network degradation using NetEm
VR cloud gaming UX under packet loss
Genre-specific optimization for VR games
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