{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,1]],"date-time":"2026-02-01T02:45:51Z","timestamp":1769913951333,"version":"3.49.0"},"reference-count":68,"publisher":"MDPI AG","issue":"9","license":[{"start":{"date-parts":[[2025,9,9]],"date-time":"2025-09-09T00:00:00Z","timestamp":1757376000000},"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>Virtual reality (VR) has become increasingly popular and has started entering homes, schools, and clinics, yet evidence on how children interact during free-form, unguided play remains limited. Understanding how interaction dynamics relate to player performance is essential for designing more accessible and engaging VR experiences, especially in educational contexts. For this reason, we developed VRBloons, a child-friendly VR game about popping balloons. The game logs real-time gameplay telemetry such as total hand movement, accuracy, throw rate, and other performance related gameplay data. By analyzing several feature-engineered metrics using unsupervised clustering and non-parametric statistical validation, we aim to identify distinct behavioral patterns. The analysis revealed several associations between input preferences, movement patterns, and performance outcomes, forming clearly distinct clusters. From the performed analysis, input preference emerged as an independent dimension of play style, supporting the inclusion of redundant input mappings to accommodate diverse motor capabilities. Additionally, the results highlight the opportunities for performance-sensitive assistance systems that adapt the difficulty of the game in real time. Overall, this study demonstrates how telemetry-based profiling can shape the design decisions in VR experiences, offering a methodological framework for assessing varied interaction styles and a diverse player population.<\/jats:p>","DOI":"10.3390\/mti9090096","type":"journal-article","created":{"date-parts":[[2025,9,10]],"date-time":"2025-09-10T12:04:55Z","timestamp":1757505895000},"page":"96","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":1,"title":["Analyzing Player Behavior in a VR Game for Children Using Gameplay Telemetry"],"prefix":"10.3390","volume":"9","author":[{"ORCID":"https:\/\/orcid.org\/0009-0000-0492-3660","authenticated-orcid":false,"given":"Mihai-Alexandru","family":"Grosu","sequence":"first","affiliation":[{"name":"Department of Automation and Applied Informatics, Polytechnic University of Timisoara, 300006 Timisoara, Romania"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0009-0002-4878-6746","authenticated-orcid":false,"given":"Stelian","family":"Nicola","sequence":"additional","affiliation":[{"name":"Department of Automation and Applied Informatics, Polytechnic University of Timisoara, 300006 Timisoara, Romania"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"1968","published-online":{"date-parts":[[2025,9,9]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Sanfilippo, F., Tataru, M., Hua, M.T., Johansson, I.J.S., and Andone, D. 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