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This study compares Desktop, Virtual Reality (VR), and Augmented Reality (AR) versions of the “Attention Robots” game for attention assessment. It aims to determine which setting yields the most accurate measurements and which maximizes engagement. A controlled experiment with 34 university students gathered objective metrics (processing speed, error rate) and subjective data from the Game Experience Questionnaire. Results show the Desktop version produced the strongest attention scores, with faster performance and fewer errors. However, participants rated the VR version as especially engaging and immersive, producing higher flow and sensory-immersion scores. These outcomes highlight a trade-off between reliability and immersion: Desktop is preferable for precise data collection, while VR is superior for motivating users. The AR version fell between these extremes and may be useful when both accuracy and engagement are desired. The findings can inform future clinical, educational, and research tools and technology-based interventions across diverse age groups and contexts.
Panagiotidis-Arrizabalaga et al. (Tue,) studied this question.
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