November 2024
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6 Reads
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1 Citation
Media and Communication
p dir="ltr"> Virtual reality (VR) can evoke powerful emotions and transport people to diverse environments, making it a compelling tool for storytelling and learning. However, those who are anxious about technology may need to spend more cognitive resources and could have negative experiences because of the complexity of the medium, altering how they experience the narrative. Training may help people better-navigate virtual experiences by providing guidance. This study evaluates how individuals’ training type (paper, video, and VR) and computer anxiety influenced outcomes. We measured performance and self-reported outcomes while participants ( n = 284) navigated scenes, interacted with objects, and watched a narrative 360° video. Results showed that compared to participants who received training in paper, participants who received training in video or VR mastered more VR functions. Compared to participants who received training in video, those who trained directly in VR had less of a negative VR experience. Furthermore, participants who trained in VR perceived the training as more useful and found the VR tasks to be easier compared to those who received training in paper or video. Additionally, those with high levels of computer anxiety, regardless of training, had more negative outcomes than those with low computer anxiety, including less mastery of VR functions and engagement with the 360° video content, more of a negative VR experience, perceived the training as being less useful, and completed tasks with more difficulty. We discuss implications for theories of information processing in VR, as well as implications for scaled engagement with narratives and learning in VR. </p