Impaired decision-making leads to the inability to distinguish between advantageous and disadvantageous choices. The impairment of a person’s decision-making is a common goal of gambling games. Given the recent trend of gambling using immersive Virtual Reality it is crucial to investigate the effects of both immersion and the virtual environment (VE) on decision-making. In a novel user study, we measured decision-making using three virtual versions of the Iowa Gambling Task (IGT). The versions differed with regard to the degree of immersion and design of the virtual environment. While emotions affect decision-making, we further measured the positive and negative affect of participants. A higher visual angle on a stimulus leads to an increas...
Previous research shows that virtual reality perspective-taking experiences (VRPT) can increase pros...
Immersion (or being ‘in the zone’) is a feeling of trance-like focus on a particular activity. It oc...
Past research in decision-making has typically utilized hypothetical measures or simplified gambles ...
Impaired decision-making leads to the inability to distinguish between advantageous and disadvantage...
Recent research indicates an impairment in decision-making in im-mersive Virtual Reality (VR) when c...
Immersive Virtual Reality (VR) is increasingly being explored as analternative medium for gambling g...
Slot machines are one of the most played games by players suffering from gambling disorder. New tech...
Understanding how humans make decisions in challenging situations ¿¿¿ such as trying to save peoples...
Virtual worlds are gaining in popularity and are proposed as a test laboratory for the real world. I...
Research into gambling behaviour is an important aspect of mitigating the effects of problem gamblin...
Decision-making is a vital skill of our daily cognitive arsenal. The rise of virtual reality (VR) wo...
The work presented in this thesis aims to design, develop and investigate the effectiveness of a Vir...
More than most gambling forms, Electronic Gaming Machines (EGMs, e.g. modern slot machines) have bee...
Abstract Purpose This study isolates the effect of immersion on players’ learning in a virtual rea...
Slot machines are a pervasive form of gambling in North America. In Experiment 1 and 2, we assessed ...
Previous research shows that virtual reality perspective-taking experiences (VRPT) can increase pros...
Immersion (or being ‘in the zone’) is a feeling of trance-like focus on a particular activity. It oc...
Past research in decision-making has typically utilized hypothetical measures or simplified gambles ...
Impaired decision-making leads to the inability to distinguish between advantageous and disadvantage...
Recent research indicates an impairment in decision-making in im-mersive Virtual Reality (VR) when c...
Immersive Virtual Reality (VR) is increasingly being explored as analternative medium for gambling g...
Slot machines are one of the most played games by players suffering from gambling disorder. New tech...
Understanding how humans make decisions in challenging situations ¿¿¿ such as trying to save peoples...
Virtual worlds are gaining in popularity and are proposed as a test laboratory for the real world. I...
Research into gambling behaviour is an important aspect of mitigating the effects of problem gamblin...
Decision-making is a vital skill of our daily cognitive arsenal. The rise of virtual reality (VR) wo...
The work presented in this thesis aims to design, develop and investigate the effectiveness of a Vir...
More than most gambling forms, Electronic Gaming Machines (EGMs, e.g. modern slot machines) have bee...
Abstract Purpose This study isolates the effect of immersion on players’ learning in a virtual rea...
Slot machines are a pervasive form of gambling in North America. In Experiment 1 and 2, we assessed ...
Previous research shows that virtual reality perspective-taking experiences (VRPT) can increase pros...
Immersion (or being ‘in the zone’) is a feeling of trance-like focus on a particular activity. It oc...
Past research in decision-making has typically utilized hypothetical measures or simplified gambles ...