Assessing Presence in Virtual Reality Through a VR Escape Room for Visually Impaired Users
Abstract
Introduction: Not all games are accessible, as certain disabled gamers may be excluded by the game’s design. This exclusion is an experience that visually impaired individuals encounter when engaging with mainstream visual games and virtual reality. Objective: This work assesses a designed accessible VR application with visually impaired people (VIP). This application is an escape room, a genre of game that challenges players’ abilities without requiring rapid responses. Methodology or Steps: Participants were required to complete a 15-minute tutorial and a game stage session with a maximum duration of 20 minutes. Later, they were asked to answer a presence questionnaire (IPQ) to assess their sense of presence within the VR Escape Room. Results: A group of eight visually impaired users participated in this experience. The results show that the experience was perceived as very realistic (REAL); that the participants felt fully present in the environment (SP); and that they felt engaged with the environment (INV).
Keywords:
Presence, Virtual Reality, Visually Impaired, Escape Room, Accessibility
References
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Schwind, V., Knierim, P., Haas, N., e Henze, N. (2019). Using presence questionnaires in virtual reality. In Proceedings of the 2019 CHI conference on human factors in computing systems, pages 1–12.
Thevin, L., Briant, C., e Brock, A. M. (2020). X-road: virtual reality glasses for orientation and mobility training of people with visual impairments. ACM Transactions on Accessible Computing (TACCESS), 13(2):1–47.
Tran, T. Q., Langlotz, T., Young, J., Schubert, T. W., e Regenbrecht, H. (2024). Classifying presence scores: Insights and analysis from two decades of the igroup presence questionnaire (ipq). ACM Transactions on Computer-Human Interaction, 31(5):1–26.
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Zhao, Y., Bennett, C. L., Benko, H., Cutrell, E., Holz, C., Morris, M. R., e Sinclair, M. (2018). Enabling people with visual impairments to navigate virtual reality with a haptic and auditory cane simulation. In Proceedings of the 2018 CHI conference on human factors in computing systems, pages 1–14.
Baas, B., van Peer, D., Gerling, J., Tavasszy, M., Buskulic, N., Salamon, N. Z., Balint, J. T., e Bidarra, R. (2019). Loud and clear: the vr game without visuals. In Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings 8, pages 180–190. Springer.
Cairns, P., Power, C., Barlet, M., Haynes, G., Kaufman, C., e Beeston, J. (2021). Enabled players: The value of accessible digital games. Games and Culture, 16(2):262–282.
Collins, J., Jung, C., Jang, Y., Montour, D., Won, A. S., e Azenkot, S. (2023). “the guide has your back”: Exploring how sighted guides can enhance accessibility in social virtual reality for blind and low vision people. In Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility, pages 1–14.
Collins, J., Nicholson, K. M., Khadir, Y., Stevenson Won, A., e Azenkot, S. (2024). An ai guide to enhance accessibility of social virtual reality for blind people. In Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, pages 1–5.
Coronado, A., Carvalho, S., e Berretta, L. (2023). Game accessibility: Adaptation of a digital escape room game to improve spatial cognitive skills on blind people. In Proceedings of the 25th Symposium on Virtual and Augmented Reality, pages 174– 182.
Coronado, A., Carvalho, S. T., e de Oliveira Berretta, L. (2024a). Accessible heads-up computing. In International Conference on Entertainment Computing, pages 212–222. Springer.
Coronado, A., Carvalho, S. T., e de Oliveira Berretta, L. (2024b). Escape-inf-vr: An accessible vr escape game proposal for blind individuals. In International Conference on Entertainment Computing, pages 337–341. Springer.
Fotaris, P. e Mastoras, T. (2019). Escape rooms for learning: A systematic review. In Proceedings of the European Conference on Games Based Learning, pages 235–243.
Grammenos, D., Savidis, A., e Stephanidis, C. (2009). Designing universally accessible games. Computers in Entertainment (CIE), 7(1):1–29.
Guillen, G., Jylhä, H., e Hassan, L. (2021). The role sound plays in games: a thematic literature study on immersion, inclusivity and accessibility in game sound research. In Proceedings of the 24th International Academic Mindtrek Conference, pages 12–20.
Igroup.org (2016). Igroup presence questionnaire (ipq) overview. Accessed: 2024-11-03.
Mallick, S. B. e Kilpatrick, L. (2025). Gemini 2.0 family expands for developers. Google Developers Blog. Accessed: 2025-02-11.
Oliveira, E. A. M. d., Silva, D. F. C., e Filho, A. R. G. (2024). Improving vr accessibility through automatic 360 scene description using multimodal large language models. In Proceedings of the 26th Symposium on Virtual and Augmented Reality, pages 289–293.
Schwind, V., Knierim, P., Haas, N., e Henze, N. (2019). Using presence questionnaires in virtual reality. In Proceedings of the 2019 CHI conference on human factors in computing systems, pages 1–12.
Thevin, L., Briant, C., e Brock, A. M. (2020). X-road: virtual reality glasses for orientation and mobility training of people with visual impairments. ACM Transactions on Accessible Computing (TACCESS), 13(2):1–47.
Tran, T. Q., Langlotz, T., Young, J., Schubert, T. W., e Regenbrecht, H. (2024). Classifying presence scores: Insights and analysis from two decades of the igroup presence questionnaire (ipq). ACM Transactions on Computer-Human Interaction, 31(5):1–26.
Unity (2019). Input for openvr controllers. Accessed: 2024-11-05.
Vidergor, H. E. (2021). Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education, 166:104156.
Witmer, B. G. e Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3):225–240.
Zhao, Y., Bennett, C. L., Benko, H., Cutrell, E., Holz, C., Morris, M. R., e Sinclair, M. (2018). Enabling people with visual impairments to navigate virtual reality with a haptic and auditory cane simulation. In Proceedings of the 2018 CHI conference on human factors in computing systems, pages 1–14.
Published
2025-09-30
How to Cite
CORONADO, Angelo; CARVALHO, Sergio T.; BERRETTA, Luciana.
Assessing Presence in Virtual Reality Through a VR Escape Room for Visually Impaired Users. In: BRAZILIAN SYMPOSIUM ON COMPUTER GAMES AND DIGITAL ENTERTAINMENT (SBGAMES), 24. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 703-713.
DOI: https://doi.org/10.5753/sbgames.2025.10315.
