{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,26]],"date-time":"2026-06-26T05:55:25Z","timestamp":1782453325525,"version":"3.54.5"},"reference-count":47,"publisher":"MDPI AG","issue":"1","license":[{"start":{"date-parts":[[2020,1,1]],"date-time":"2020-01-01T00:00:00Z","timestamp":1577836800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["MTI"],"abstract":"<jats:p>Researchers have been investigating ways to improve users\u2019 spatial perception in virtual environments. Very limited studies have focused on the context of virtual reality (VR) games. Tutorials with practices, a common element in games, are good opportunities to implement measures that improve players\u2019 spatial perception. Using an experiment, this paper investigates how two types of practices (real-world and virtual-world practices) influence players\u2019 spatial perception, game performance, and immersion in VR games. Given that spatial perception is viewed as an essential aspect of VR applications, the moderating role of spatial perception on the effect of practices in game performance is also explored. The results demonstrate that virtual-world practice is effective in improving players\u2019 spatial perception of the virtual environment of VR games. Real-world practice is suggested to be effective in enhancing spatial perception when it is averaged over multiple sessions. The results also suggest that spatial perception moderates the effects of practices on game performance. The results imply that practices in game tutorial can be a transitional environment for new players to enter a VR game.<\/jats:p>","DOI":"10.3390\/mti4010001","type":"journal-article","created":{"date-parts":[[2020,1,3]],"date-time":"2020-01-03T04:43:03Z","timestamp":1578026583000},"page":"1","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":15,"title":["Real-World and Virtual-World Practices for Virtual Reality Games: Effects on Spatial Perception and Game Performance"],"prefix":"10.3390","volume":"4","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-8038-1605","authenticated-orcid":false,"given":"Jeffrey C. F.","family":"Ho","sequence":"first","affiliation":[{"name":"School of Design, Hong Kong Polytechnic University, 11 Yuk Choi Rd, Hung Hom, Hong Kong, China"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1968","published-online":{"date-parts":[[2020,1,1]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","first-page":"1","DOI":"10.1145\/2543581.2543590","article-title":"The perception of egocentric distances in virtual environments-A review","volume":"46","author":"Renner","year":"2013","journal-title":"ACM. Comput. Surv."},{"key":"ref_2","doi-asserted-by":"crossref","unstructured":"Peer, A., and Ponto, K. (2017, January 18\u201319). Evaluating perceived distance measures in room-scale spaces using consumer-grade head mounted displays. 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