Endless Runner F0: Loudness-Based and Pitch-Based Voice Control for VR Arcade Games

StatusVoR
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Authors
Godula, Kacper
Tadeja, Sławomir
Hekiert-Małozięć, Daniela
Igras-Cybulska, Magdalena
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2026-05-13
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IEEE Transactions on Games
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2475-1502
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2026-05-18
Abstract PL
When present, the voice control in virtual reality (VR) gaming is usually speech-based, while non-verbal voice features (e.g. loudness and pitch) remain underexplored. Consequently, we developed Endless Runner F0, a VR-based endless runner for Meta Quest 2 that integrates non-verbal voice mechanics as core interactions via loudness- and pitch-controlled obstacles. In a counter-balanced within-subjects study (N=16), participants played five variants (no voice control as a baseline; loudness with/without visual indicators; pitch with/without visual indicators). We collected performance scores and questionnaire data, namely state anxiety (STAI-1) and presence (IPQ) after each variant, and pre- and post-simulator sickness (SSQ). Practical comparability across these variants was evaluated using paired Two One-Sided Tests (t-TOST). Results showed practical equivalence for the baseline and voice-enabled variants for comfort, presence, and overall performance within a priori margins; however, pitch control yielded higher voice-obstacle collision rates than loudness. The findings highlight loudness-based mechanics as easier to learn and pitch-based mechanics as viable with appropriate feedback and calibration. We discuss design implications and outline opportunities for applying voice-controlled VR in playful vocal training contexts.
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Keywords EN
Virtual reality
Human-computer interaction
Voice user interfaces
Game design
User studies
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