VR applications focused on daily activities for health care, focusing on either physical or cognitive interventions, continue to gain momentum as a result of consumer-level devices. However, interactions are mainly focused on single user experiences, with little research conducted on VR and asymmetric gameplay, which refers to the fact that players play the game using different media. This article presents a preliminary study focused on how the addition of asymmetry to a house chores VR game positively influences social presence when playing the game. The preliminary results indicate that the participants experienced high behavioral engagement when playing with another person.
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Saunders et al. (2024) studied this question.
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