Performance and Navigation Behavior of using Teleportation in VR First-Person Shooter Games

Aniruddha PrithulHudson LynamEelke Folmer

August 22, 2024,

Teleportation has been adopted as the preferred mode of navigation in many virtual reality (VR) experiences due to its ability to allow users to easily move beyond the limitations of the tracking space while minimizing the risk of inducing VR sickness. Teleportation instantly translates the user’s viewpoint to a user-selected destination and therefore eliminates any optical flow generation that could cause visual-vestibular conflict. Though teleportation is a discrete navigation method unique to the domain of VR, most VR experiences are modeled after 3D experiences found on desktop/console platforms that use continuous locomotion. How the use of teleportation affects the performance and navigation behavior of its users, especially in competitive first-person shooter environments is unknown, yet it could have a significant effect on gameplay design. We conducted a user study (n=21) that compares teleportation versus continuous locomotion using a VR first-person shooter game with other players being simulated using AI agents. We found significant differences in performance, navigation behavior, and how both locomotion methods are perceived by its users. Specifically, using teleportation, players traveled farther, but during combat were found to be more stationary and as a result got hit more frequently. These differences were profound and carry the potential to impact multiplayer games. We discuss possible strategies to balance gameplay.

Aniruddha Prithul

Aniruddha Prithul

Aniruddha is a Software Engineer, currently working at Autodesk. He has a Ph.D. in Virtual Reality locomotion and loves to work with interactive media!

Hudson Lynam

Hudson Lynam

Hudson is a PhD student at the HCI Lab of the University of Nevada

Eelke Folmer

Eelke Folmer

Eelke is a Computer Scientist, Professor and Department Chair in the Department of Computer Science and Engineering at the University of Nevada, Reno. He is the director of the Human-Computer Interaction Lab.

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