1 free read left. Create a free account for unlimited reading + AI research.
Create free accountArticle
G|A|M|E – The Italian Journal of Game Studies
Some studies report higher presence and engagement alongside eye strain, while others find no benefit at all.
Stereoscopic 3D in video games has produced inconsistent findings on user experience, with some studies reporting heightened presence and engagement alongside eye strain, and others finding no benefit at all. This paper proposes that the inconsistency stems from treating stereoscopic output in isolation. Instead, it argues that stereoscopic representation should be analyzed alongside input modalities, particularly natural user interfaces, through the lens of mental interaction models. The central thesis is that user experience improves only when players can meaningfully map input and output spaces onto the task at hand, and that "more is better" does not hold as a general principle.
The theoretical framework draws on mental model theory, which describes how players build and revise their understanding of a game through a combination of top-down processing, driven by prior knowledge, and bottom-up processing, driven by specific events. Because input mappings, interaction affordances, and the relationship between physical and virtual space differ from title to title, players must construct a new interaction model for each game. The authors contend that stereoscopic depth affects experience only when spatial depth is relevant to the player's actions. Where it is not, any perceived benefit is likely short-term novelty that fades with repeated exposure.
The paper's key conclusion is that spatial mapping, a tight linkage between real and virtual space that makes binocular depth cues functionally relevant, can increase perceived self-efficacy and presence. Without integrating spatial information into game mechanics, the authors argue, stereoscopy remains a gimmick. To test these claims, they call for simple, iterative game designs and a standardized, multi-method measurement approach combining self-report, behavioral observation, and psychophysiological data. Such research must also account for players' gradual adaptation to stereoscopic technology over repeated use. The reference list, which draws on work concerning visual comfort, spatial presence, and game design, supports this agenda.
DiGRA · 2026