Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual Reality
summary
Observational analysis of 47 VR games and an 18‑participant VR study find two concrete design axes: physical motion triggers (e.g., waving feels more natural than button presses) and player constraints (locking locomotion frustrates embodied agency). Players expect NPCs to use body language and facial cues, want clear signals for interactable characters, and suggest an interaction radius or bounded movement to keep dialogue without full lock. Open problems include gesture standardization, decoding motion into intent, and when continuous tracking feels intrusive.
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