A4 Refereed article in a conference publication

Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study




AuthorsVontzalidis, Georgios; Mystakidis, Stylianos; Christopoulos, Athanasios; Moustakas, Konstantinos

EditorsKrüger, Jule M.; Pedrosa, Daniela; Beck, Dennis; Bourguet, Marie-Luce; Dengel, Andreas; Ghannam, Rami; Miller, Alan; Peña-Rios, Anasol; Richter, Jonathon

Conference nameInternational Conference on Immersive Learning

PublisherSpringer Nature Switzerland

Publishing placeCHAM

Publication year2025

JournalCommunications in Computer and Information Science

Book title Immersive Learning Research Network: 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10–13, 2024, Revised Selected Papers, Part I

Journal acronymCOMM COM INF SC

Series titleCommunications in Computer and Information Science

Volume2271

First page 317

Last page328

Number of pages12

ISBN978-3-031-80474-8

eISBN978-3-031-80475-5

ISSN1865-0929

eISSN1865-0937

DOIhttps://doi.org/10.1007/978-3-031-80475-5_23

Web address https://doi.org/10.1007/978-3-031-80475-5_23


Abstract
Spatial audio is an integral aspect of virtual reality (VR) experiences as it enhances sensory immersion. Serious games often face the problem of effective player guidance and progress without disrupting gameplay. This study presents the results of a mixed-methods comparative experimental study. A system with audio cues was tested (n = 30) in a serious escape room game on a STEM subject in immersive VR. The breakout room game explored the physics of audio and sound. The introduction of audio cues improved object location and enhanced spatial auditory awareness, yet these benefits did not consistently extend to other aspects of the VR experience.



Last updated on 2025-02-05 at 11:31