{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,13]],"date-time":"2026-04-13T19:57:39Z","timestamp":1776110259196,"version":"3.50.1"},"publisher-location":"New York, NY, USA","reference-count":56,"publisher":"ACM","license":[{"start":{"date-parts":[[2024,10,9]],"date-time":"2024-10-09T00:00:00Z","timestamp":1728432000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2024,10,9]]},"DOI":"10.1145\/3641825.3687741","type":"proceedings-article","created":{"date-parts":[[2024,9,22]],"date-time":"2024-09-22T04:26:46Z","timestamp":1726979206000},"page":"1-11","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":1,"title":["Game-Based Motivation: Enhancing Learning with Achievements in a Customizable Virtual Reality Environment"],"prefix":"10.1145","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-6400-4009","authenticated-orcid":false,"given":"Michael","family":"Holly","sequence":"first","affiliation":[{"name":"Graz University of Technology, Austria"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0009-0004-0216-978X","authenticated-orcid":false,"given":"Sandra","family":"Brettschuh","sequence":"additional","affiliation":[{"name":"Graz University of Technology, Austria"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-1501-1787","authenticated-orcid":false,"given":"Ajay Shankar","family":"Tiwari","sequence":"additional","affiliation":[{"name":"Indian Institute of Technology Kharagpur, India"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-6861-6819","authenticated-orcid":false,"given":"Kaushal Kumar","family":"Bhagat","sequence":"additional","affiliation":[{"name":"Indian Institute of Technology Kharagpur, India"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-0336-0592","authenticated-orcid":false,"given":"Johanna","family":"Pirker","sequence":"additional","affiliation":[{"name":"Graz University of Technology, Austria and Ludwig-Maximilians-Universit\u00e4t M\u00fcnchen, Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2024,10,9]]},"reference":[{"key":"e_1_3_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2019.102370"},{"key":"e_1_3_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1089\/cpb.2008.0292"},{"key":"e_1_3_2_1_3_1","volume-title":"Proceedings of the 3rd Australasian conference on interactive entertainment. 83\u201390","author":"Barr Pippin","year":"2006","unstructured":"Pippin Barr, Robert Biddle, and Judy Brown. 2006. Changing the virtual self: avatar transformations in popular games. In Proceedings of the 3rd Australasian conference on interactive entertainment. 83\u201390."},{"key":"e_1_3_2_1_4_1","volume-title":"key differences between Gen Z and Millennials. Huffington Post","author":"Beall George","year":"2016","unstructured":"George Beall. 2016. key differences between Gen Z and Millennials. Huffington Post (2016), 8."},{"key":"e_1_3_2_1_5_1","volume-title":"Assessment in and of serious games: An overview. Advances in human-computer interaction 2013","author":"Bellotti Francesco","year":"2013","unstructured":"Francesco Bellotti, Bill Kapralos, Kiju Lee, Pablo Moreno-Ger, and Riccardo Berta. 2013. Assessment in and of serious games: An overview. Advances in human-computer interaction 2013 (2013), 1\u20131."},{"key":"e_1_3_2_1_6_1","volume-title":"Understanding the Role of Achievements in Game-Based Learning.International Journal of Serious Games 3, 4","author":"Blair Lucas","year":"2016","unstructured":"Lucas Blair, Clint Bowers, Janis Cannon-Bowers, and Emily Gonzalez-Holland. 2016. Understanding the Role of Achievements in Game-Based Learning.International Journal of Serious Games 3, 4 (2016)."},{"key":"e_1_3_2_1_7_1","volume-title":"Improving biotech education through gamified laboratory simulations. Nature biotechnology 32, 7","author":"Bonde T","year":"2014","unstructured":"Mads\u00a0T Bonde, Guido Makransky, Jakob Wandall, Mette\u00a0V Larsen, Mikkel Morsing, Hanne Jarmer, and Morten\u00a0OA Sommer. 2014. Improving biotech education through gamified laboratory simulations. Nature biotechnology 32, 7 (2014), 694\u2013697."},{"key":"e_1_3_2_1_8_1","volume-title":"Customization of user interfaces to reduce errors and enhance user acceptance. Applied ergonomics 45, 2","author":"Burkolter Dina","year":"2014","unstructured":"Dina Burkolter, Benjamin Weyers, Annette Kluge, and Wolfram Luther. 2014. Customization of user interfaces to reduce errors and enhance user acceptance. Applied ergonomics 45, 2 (2014), 346\u2013353."},{"key":"e_1_3_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1109\/REV.2015.7087298"},{"key":"e_1_3_2_1_10_1","volume-title":"Learning, training, and development in organizations","author":"Cannon-Bowers Jan","unstructured":"Jan Cannon-Bowers and Clint Bowers. 2009. Synthetic learning environments: On developing a science of simulation, games, and virtual worlds for training. In Learning, training, and development in organizations. Routledge, 229\u2013261."},{"key":"e_1_3_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11042-019-08348-9"},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2010.03.005"},{"key":"e_1_3_2_1_13_1","volume-title":"Workshops at the Twenty-Fifth AAAI Conference on Artificial Intelligence.","author":"Chrons Otto","year":"2011","unstructured":"Otto Chrons and Sami Sundell. 2011. Digitalkoot: Making old archives accessible using crowdsourcing. In Workshops at the Twenty-Fifth AAAI Conference on Artificial Intelligence."},{"key":"e_1_3_2_1_14_1","doi-asserted-by":"publisher","DOI":"10.1111\/bjet.13030"},{"key":"e_1_3_2_1_15_1","volume-title":"A conceptual history of the achievement goal construct. Handbook of competence and motivation 16","author":"J Elliot","year":"2005","unstructured":"Andrew\u00a0J Elliot 2005. A conceptual history of the achievement goal construct. Handbook of competence and motivation 16, 2005 (2005), 52\u201372."},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1744-6570.1998.tb00731.x"},{"key":"e_1_3_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1073\/pnas.1319030111"},{"key":"e_1_3_2_1_18_1","volume-title":"Clarifying achievement goals and their impact.Journal of personality and social psychology 85, 3","author":"Grant Heidi","year":"2003","unstructured":"Heidi Grant and Carol\u00a0S Dweck. 2003. Clarifying achievement goals and their impact.Journal of personality and social psychology 85, 3 (2003), 541."},{"key":"e_1_3_2_1_19_1","volume-title":"Digra conference, Vol.\u00a010","author":"Hamari Juho","year":"2011","unstructured":"Juho Hamari and Veikko Eranti. 2011. Framework for Designing and Evaluating Game Achievements.. In Digra conference, Vol.\u00a010. Citeseer, 9966."},{"key":"e_1_3_2_1_20_1","unstructured":"Ann. Hanks Jon. Hanks and Dave Griffith. [n. d.]. Instruction Manual and Experiment Guide WA-9896 Ripple Generator and Light Source WA-9899 Ripple Tank System. PASCO. Available at https:\/\/www.physics.utoronto.ca\/\u00a0jharlow\/teaching\/opticsf10\/RIPPLE.pdf."},{"key":"e_1_3_2_1_21_1","volume-title":"International Conference on Immersive Learning. Springer, 365\u2013375","author":"Holly Michael","year":"2023","unstructured":"Michael Holly, Sandra Brettschuh, and Johanna Pirker. 2023. An Immersive Laboratory Environment for a Customized Learning Experience. In International Conference on Immersive Learning. Springer, 365\u2013375."},{"key":"e_1_3_2_1_22_1","first-page":"107","article-title":"Designing VR experiences\u2013expectations for teaching and learning in VR","volume":"24","author":"Holly Michael","year":"2021","unstructured":"Michael Holly, Johanna Pirker, Sebastian Resch, Sandra Brettschuh, and Christian G\u00fctl. 2021. Designing VR experiences\u2013expectations for teaching and learning in VR. Educational Technology & Society 24, 2 (2021), 107\u2013119.","journal-title":"Educational Technology & Society"},{"key":"e_1_3_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2023.107952"},{"key":"e_1_3_2_1_24_1","volume-title":"Treatise on light: In which are explained the causes of that which occurs in reflexion, & in refraction. and particularly in the strange refraction of iceland crystal","author":"Huygens Christiaan","unstructured":"Christiaan Huygens. 1912. Treatise on light: In which are explained the causes of that which occurs in reflexion, & in refraction. and particularly in the strange refraction of iceland crystal. MacMillan and Company, limited."},{"key":"e_1_3_2_1_25_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2014.12.008"},{"key":"e_1_3_2_1_26_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2011.04.007"},{"key":"e_1_3_2_1_27_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2013.03.005"},{"key":"e_1_3_2_1_28_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2016.08.040"},{"key":"e_1_3_2_1_29_1","volume-title":"Perceptual load as a necessary condition for selective attention.Journal of Experimental Psychology: Human perception and performance 21, 3","author":"Lavie Nilli","year":"1995","unstructured":"Nilli Lavie. 1995. Perceptual load as a necessary condition for selective attention.Journal of Experimental Psychology: Human perception and performance 21, 3 (1995), 451."},{"key":"e_1_3_2_1_30_1","unstructured":"LimeSurvey. 2024. LimeSurvey Manual - RemoteControl 2 API. https:\/\/manual.limesurvey.org\/RemoteControl_2_API"},{"key":"e_1_3_2_1_31_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.compedu.2013.05.009"},{"key":"e_1_3_2_1_32_1","doi-asserted-by":"publisher","DOI":"10.1109\/SPIT.2018.8350861"},{"key":"e_1_3_2_1_33_1","volume-title":"Vygotsky\u2019s Philosophy: Constructivism and Its Criticisms Examined.International education journal 6, 3","author":"Liu Charlotte\u00a0Hua","year":"2005","unstructured":"Charlotte\u00a0Hua Liu and Robert Matthews. 2005. Vygotsky\u2019s Philosophy: Constructivism and Its Criticisms Examined.International education journal 6, 3 (2005), 386\u2013399."},{"key":"e_1_3_2_1_34_1","doi-asserted-by":"crossref","unstructured":"Guido Makransky Niels\u00a0K Andreasen Sarune Baceviciute and Richard\u00a0E Mayer. 2021. Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality.Journal of Educational Psychology 113 4 (2021) 719.","DOI":"10.1037\/edu0000473"},{"key":"e_1_3_2_1_35_1","doi-asserted-by":"publisher","DOI":"10.1111\/jcal.12375"},{"key":"e_1_3_2_1_36_1","volume-title":"Engagement matters: Student perceptions on the importance of engagement strategies in the online learning environment.Online learning 22, 1","author":"Martin Florence","year":"2018","unstructured":"Florence Martin and Doris\u00a0U Bolliger. 2018. Engagement matters: Student perceptions on the importance of engagement strategies in the online learning environment.Online learning 22, 1 (2018), 205\u2013222."},{"key":"e_1_3_2_1_37_1","doi-asserted-by":"publisher","DOI":"10.1145\/1621841.1621859"},{"key":"e_1_3_2_1_38_1","volume-title":"Proc. 6th international conference on virtual learning ICVL, Vol.\u00a01. 323\u2013329","author":"Muntean Cristina\u00a0Ioana","year":"2011","unstructured":"Cristina\u00a0Ioana Muntean. 2011. Raising engagement in e-learning through gamification. In Proc. 6th international conference on virtual learning ICVL, Vol.\u00a01. 323\u2013329."},{"key":"e_1_3_2_1_39_1","volume-title":"Engage to excel: producing one million additional college graduates with degrees in science, technology, engineering, and mathematics. Report to the president.Executive office of the president","author":"Olson Steve","year":"2012","unstructured":"Steve Olson and Donna\u00a0Gerardi Riordan. 2012. Engage to excel: producing one million additional college graduates with degrees in science, technology, engineering, and mathematics. Report to the president.Executive office of the president (2012)."},{"key":"e_1_3_2_1_40_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.compedu.2021.104429"},{"key":"e_1_3_2_1_41_1","volume-title":"Educational gamified science simulations. Gamification in education and business","author":"Pirker Johanna","year":"2015","unstructured":"Johanna Pirker and Christian G\u00fctl. 2015. Educational gamified science simulations. Gamification in education and business (2015), 253\u2013275."},{"key":"e_1_3_2_1_42_1","volume-title":"Maroonvr\u2014an interactive and immersive virtual reality physics laboratory. Learning in a digital world: Perspective on interactive technologies for formal and informal education","author":"Pirker Johanna","year":"2019","unstructured":"Johanna Pirker, Michael Holly, Isabel Lesjak, Johannes Kopf, and Christian G\u00fctl. 2019. Maroonvr\u2014an interactive and immersive virtual reality physics laboratory. Learning in a digital world: Perspective on interactive technologies for formal and informal education (2019), 213\u2013238."},{"key":"e_1_3_2_1_43_1","doi-asserted-by":"publisher","DOI":"10.1109\/ICALT.2017.92"},{"key":"e_1_3_2_1_44_1","doi-asserted-by":"publisher","DOI":"10.1026\/\/0012-1924.47.2.57"},{"key":"e_1_3_2_1_45_1","volume-title":"Handbook of Open, Distance and Digital Education","author":"Schrader Claudia","unstructured":"Claudia Schrader. 2023. Serious games and game-based learning. In Handbook of Open, Distance and Digital Education. Springer, 1255\u20131268."},{"key":"e_1_3_2_1_46_1","doi-asserted-by":"crossref","unstructured":"Y Shen Z Wang M Li J Yuan and Y Gu. 2022. An Empirical Study of Geography Learning on Students\u2019 Emotions and Motivation in Immersive Virtual Reality. Frontiers in Education 7. Scopus.","DOI":"10.3389\/feduc.2022.831619"},{"key":"e_1_3_2_1_47_1","doi-asserted-by":"publisher","DOI":"10.1080\/10494820.2019.1681467"},{"key":"e_1_3_2_1_48_1","volume-title":"The overjustification effect: A meta-analysis. Applied cognitive psychology 9, 5","author":"Tang Shu-Hua","year":"1995","unstructured":"Shu-Hua Tang and Vernon\u00a0C Hall. 1995. The overjustification effect: A meta-analysis. Applied cognitive psychology 9, 5 (1995), 365\u2013404."},{"key":"e_1_3_2_1_49_1","doi-asserted-by":"publisher","DOI":"10.1109\/HICSS.2004.1265434"},{"key":"e_1_3_2_1_50_1","doi-asserted-by":"crossref","unstructured":"Selen Turkay and Charles\u00a0K Kinzer. 2015. The effects of avatar-based customization on player identification. In Gamification: Concepts methodologies tools and applications. IGI Global 247\u2013272.","DOI":"10.4018\/978-1-4666-8200-9.ch012"},{"key":"e_1_3_2_1_51_1","first-page":"33","article-title":"Virtual reality challenges in education and training","volume":"3","author":"Velev Dimiter","year":"2017","unstructured":"Dimiter Velev and Plamena Zlateva. 2017. Virtual reality challenges in education and training. International Journal of Learning and Teaching 3, 1 (2017), 33\u201337.","journal-title":"International Journal of Learning and Teaching"},{"key":"e_1_3_2_1_52_1","volume-title":"Piaget\u2019s theory of cognitive and affective development: Foundations of constructivism","author":"Wadsworth J","unstructured":"Barry\u00a0J Wadsworth. 1996. Piaget\u2019s theory of cognitive and affective development: Foundations of constructivism. Longman Publishing."},{"key":"e_1_3_2_1_53_1","volume-title":"DiGRA conference, Vol.\u00a0114","author":"Wang Hao","year":"2011","unstructured":"Hao Wang and Chuen-Tsai Sun. 2011. Game reward systems: Gaming experiences and social meanings.. In DiGRA conference, Vol.\u00a0114. Citeseer."},{"key":"e_1_3_2_1_54_1","first-page":"1","article-title":"Move over, millennials, here comes Generation Z","volume":"18","author":"Williams Alex","year":"2015","unstructured":"Alex Williams. 2015. Move over, millennials, here comes Generation Z. The New York Times 18 (2015), 1\u20137.","journal-title":"The New York Times"},{"key":"e_1_3_2_1_55_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11422-014-9578-z"},{"key":"e_1_3_2_1_56_1","doi-asserted-by":"publisher","DOI":"10.1007\/s40299-020-00499-w"}],"event":{"name":"VRST '24: 30th ACM Symposium on Virtual Reality Software and Technology","location":"Trier Germany","acronym":"VRST '24","sponsor":["SIGGRAPH ACM Special Interest Group on Computer Graphics and Interactive Techniques","SIGCHI ACM Special Interest Group on Computer-Human Interaction"]},"container-title":["30th ACM Symposium on Virtual Reality Software and Technology"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3641825.3687741","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"}],"deposited":{"date-parts":[[2025,6,19]],"date-time":"2025-06-19T00:04:02Z","timestamp":1750291442000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3641825.3687741"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,10,9]]},"references-count":56,"alternative-id":["10.1145\/3641825.3687741","10.1145\/3641825"],"URL":"https:\/\/doi.org\/10.1145\/3641825.3687741","relation":{},"subject":[],"published":{"date-parts":[[2024,10,9]]},"assertion":[{"value":"2024-10-09","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}