Abstract
Recent research indicates an impairment in decision-making in im-
mersive Virtual Reality (VR) when completing the Iowa Gambling
Task (IGT). There is a high potential for emotions to explain the
IGT decision-making behavior. The design of a virtual environment
(VE) can influence a user’s mood and hence potentially the decision-
making. In a novel user study, we measure decision-making using
three virtual versions of the IGT. The versions differ with regard
to the degree of immersion and design of the VE. Our results re-
vealed no significant impact of the VE on the IGT and hence on
decision-making.
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