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European Conference on Games Based Learning (ECGBL)
The paper aims to reduce the novelty effect and frustration associated with unfamiliar iVR environments.
This paper presents the design and development of a gamified tutorial for immersive virtual reality (iVR) serious games, aimed at teaching players how to use iVR controls and interactions while sustaining enjoyment and engagement. Its central thesis is that tutorials for iVR serious games can apply gamification principles, drawn from the Gamified Learning Theory, Flow Theory, Mayer's Cognitive Theory of Multimedia Learning, and established video game tutorial design guidelines, to reduce the novelty effect and frustration associated with unfamiliar iVR environments. The tutorial is built as a sequence of progressively harder mini-games set in a circus scenario, with a robot avatar that offers just-in-time tips, optional narrative framing, and a points-based reward and penalty system. It is designed to be general-purpose, playable on its own or as a precursor to other serious games.
The development approach combined Blender 3.3 and 3.4 for modeling and texturing, Adobe Substance for texture creation, and Unreal Engine 5.1 for programming the interactions. The levels include Strike the Toys, Punch Like a Tornado, Slot-Road, and Dress the Potato Up, each targeting basic iVR skills such as grabbing, throwing, punching, and attaching items. Progress indicators, high-score records, and instructional pop-ups appear selectively to limit distraction, and scaffolding is reduced as players advance. The authors report that the tutorial was successfully designed and developed according to these theoretical and design principles.
The study is a design and development account and does not report empirical validation, such as user testing, sample sizes, or measured learning or engagement outcomes. Its conclusions about effectiveness therefore rest on theoretical alignment rather than observed results. The authors identify future work integrating artificial intelligence for adaptive difficulty, personality-based tailoring, and player avatars to enhance embodiment.
European Conference on Games Based Learning (ECGBL) · 2025