| Paper Abstract and Keywords |
| Presentation |
2026-03-17 11:10
An Investigation of the Effects of an Escape Game Experience in an MR Environment Nozomi Hoshii, Naoya Isoyama (OWU) IMQ2025-76 IE2025-153 MVE2025-83 |
| Abstract |
(in Japanese) |
(See Japanese page) |
| (in English) |
This paper explores how an escape-room game experience in a pass-through MR environment affects (1) users’ evaluations of the experience and (2) their impressions of the real physical space (the room).
Using the Meta Quest 3, we implemented an MR escape game based on a story in which the player is trapped in a room by a wizard.
The experiment was conducted in a room at Otsuma Women’s University (approximately 3 m x 5 m). Six university students experienced the game with a 20-minute time limit, after which we collected evaluations using Likert-scale ratings, selected items from the IPQ, and free-text responses.
The results showed high ratings for satisfaction, sense of agency, and acceptance of the game world. The IPQ responses also indicated relatively high spatial presence and overall presence.
In addition, the free-text responses included mentions of increased attention to details in the room, strengthened spatial memory, and changes in impressions such as eeriness, suggesting that MR escape-game experiences may influence how a room is interpreted and how impressions of it are formed. |
| Keyword |
(in Japanese) |
(See Japanese page) |
| (in English) |
MR / escape-game / presence / impression changed / / / / |
| Reference Info. |
IEICE Tech. Rep., vol. 125, no. 411, MVE2025-83, pp. 322-327, March 2026. |
| Paper # |
MVE2025-83 |
| Date of Issue |
2026-03-09 (IMQ, IE, MVE) |
| ISSN |
Online edition: ISSN 2432-6380 |
Copyright and reproduction |
All rights are reserved and no part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher. Notwithstanding, instructors are permitted to photocopy isolated articles for noncommercial classroom use without fee. (License No.: 10GA0019/12GB0052/13GB0056/17GB0034/18GB0034) |
| Download PDF |
IMQ2025-76 IE2025-153 MVE2025-83 |
| Conference Information |
| Committee |
CQ MVE IMQ IE |
| Conference Date |
2026-03-16 - 2026-03-18 |
| Place (in Japanese) |
(See Japanese page) |
| Place (in English) |
Okinawa-Sangyoushien-Center |
| Topics (in Japanese) |
(See Japanese page) |
| Topics (in English) |
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| Paper Information |
| Registration To |
MVE |
| Conference Code |
2026-03-CQ-MVE-IMQ-IE |
| Language |
Japanese |
| Title (in Japanese) |
(See Japanese page) |
| Sub Title (in Japanese) |
(See Japanese page) |
| Title (in English) |
An Investigation of the Effects of an Escape Game Experience in an MR Environment |
| Sub Title (in English) |
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| Keyword(1) |
MR |
| Keyword(2) |
escape-game |
| Keyword(3) |
presence |
| Keyword(4) |
impression changed |
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| Keyword(6) |
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| 1st Author's Name |
Nozomi Hoshii |
| 1st Author's Affiliation |
Otsuma Women's University (OWU) |
| 2nd Author's Name |
Naoya Isoyama |
| 2nd Author's Affiliation |
Otsuma Women's University (OWU) |
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| Speaker |
Author-1 |
| Date Time |
2026-03-17 11:10:00 |
| Presentation Time |
20 minutes |
| Registration for |
MVE |
| Paper # |
IMQ2025-76, IE2025-153, MVE2025-83 |
| Volume (vol) |
vol.125 |
| Number (no) |
no.408(IMQ), no.410(IE), no.411(MVE) |
| Page |
pp.322-327 |
| #Pages |
6 |
| Date of Issue |
2026-03-09 (IMQ, IE, MVE) |