Researchers at the Spears School of Business are utilizing the popular video games Minecraft and Fortnite to explore the concept of vicarious experiences and perceptual engagement in virtual settings. Study co-authors, from left, Caleb Krieger and Ghazal Abdolhossein Khani, both Ph.D. researchers in the department of Management Science and Information Systems (MSIS). Their aim was to understand how people perceive and behave in virtual worlds. Their paper, together with Dr. Andy Luse and Dr. Rathindra Sarathy, helps to dispel some conventional theory regarding perceptual technology experiences.

Krieger and Khani's study, titled "Is seeing the same as doing?" delves into the factors that influence an observer's sense of active participation in a virtual experience. The researchers took advantage of the popularity of games like Minecraft and Fortnite. Their goal was to research the impact that a user’s level of experienced sensory perception (ESP) has on playing these games effectively.

Minecraft provides a non-threatening metaverse experience where avatars create experiences using simple, blocky appearance graphics. This multifaceted platform has produced a remarkable conjuncture to study collaborative creation. As one of the most popular and successful games in the world, providing unparalleled user experience Fortnite would be a good perspective to look through user engagement. The researchers then screenshot what students were building within the games. Then, she and her students used these images to compare how students virtual construction and collaboration.

Krieger's personal connection to these games, through his son's enjoyment of both Minecraft and Fortnite, fueled his interest in understanding their immersive qualities. The new Minecraft movie helped propel one of its songs all the way to the Billboard Hot 100. This milestone is a testament to the game’s incredible cultural influence.

The research team united initially by academic connections and later by passion and interest. Krieger had been a teaching assistant for Luse, who is the William S. Spears Chair in Business and an associate professor. At the same time, both Krieger and Khani participated in a seminar taught by Sarathy, the Ardmore Chair of Business Administration and professor. This overlap of passion and experience set the groundwork for their joint research project.

"We often filled the room because people got excited." - Caleb Krieger

Minecraft is a part of today’s booming market of global game streaming, which has developed into a multibillion-dollar business. This sector-wide growth underscores the importance of understanding how people connect with and experience virtual worlds.

"I was trying to figure out what’s bringing these people back to keep doing this all the time." - Dr. Andy Luse

The study’s findings run contrary to popular assumptions regarding perceptual technology experiences. They propose a more complex and overlapping relationship between observation and active engagement.

"So, I want to see how ESP impacts the overall outcome of the collaboration in virtual settings." - Ghazal Abdolhossein Khani

"I get to experience it because you get to experience it." - Caleb Krieger

This research extends well beyond video games. It can inform the design and development of more engaging and immersive virtual experiences across multiple sectors.

"It’s probably more about understanding perceptual engagement." - Caleb Krieger

"Once we begin to unravel that phenomenon, then you can begin to leverage your software to maximize those experiences." - Caleb Krieger