Playing with Friends or Strangers? The Effects of Familiarity between Players in an Asymmetric...
summary
Built an asymmetric VR game where two VR players trade asymmetric information across a cauldron, maze, and ingredients areas with strategic interdependence, 10 minutes per session. Tested with 7 dyads (N=14) in a between-participants friends vs strangers design. Measured player experience, social experience, and performance; most metrics show no significant difference, but social closeness increases for strangers. Implementation demonstrates asymmetry can generate high SX and PX in VR even without prior familiarity.
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