A4 Refereed article in a conference publication
Content Forms and Information Presentation in Virtual Reality - Case: Communicating the Sustainability of Cruise Ships
Authors: Seppälä, Kaapo; Könnölä, Kaisa; Krusberg, Markus; Lehtonen, Teijo
Editors: Ahram, Tareq Z.; Falcão, Christianne
Conference name: International Conference on Applied Human Factors and Ergonomics
Publication year: 2025
Journal: AHFE International
Book title : Human Factors and Wearable Technologies : Proceedings of the 16th International Conference on Applied Human Factors and Ergonomics and the Affiliated Conferences, Orlando, Florida, USA 26-30 July 2025
Volume: 175
First page : 88
Last page: 97
eISBN: 978-1-964867-51-9
eISSN: 2771-0718
DOI: https://doi.org/10.54941/ahfe1006362
Publication's open availability at the time of reporting: Open Access
Publication channel's open availability : Open Access publication channel
Web address : https://doi.org/10.54941/ahfe1006362
Self-archived copy’s web address: https://research.utu.fi/converis/portal/detail/Publication/508087855
New technologies open new possibilities to communicate with consumers. Virtual Reality (VR) creates an immersive environment using various content types, from audio to multisensory experiences. In this paper, we wanted to deepen understanding on different ways of sharing information in VR and Metaverse environments; how they are experienced and their effectiveness when different information sharing elements are present. We present the test results of the effect of selected aural and visual content types and their effectiveness in communicating sustainability-related themes to consumers.Combining the logged in-game data with the questionnaire answers, we found out that most players value text as least favourable content form to obtain information in VR environments. However, the learning outcome from text was on a par with the results from other content forms. The youngest age group showed a tendency to advance rapidly in the game, while prematurely quitting the game was observed most often within the eldest user segment. Overall results show a positive attitude towards the idea of presenting sustainability-related content in VR.
Downloadable publication This is an electronic reprint of the original article. |
Funding information in the publication:
The project is mainly funded by Business Finland.