Virtual Reality, Face-To-Face, and 2D Video Conferencing in Group Work: A Comparative Study on Fatigue, Creativity, Flow, and Interactions

Author:

Macchi Gregorio1,De Pisapia Nicola1

Affiliation:

1. University of Trento

Abstract

AbstractThis study investigates the impact of different interaction settings— two-dimensional Video Conferencing (VC), Face-To-Face (FTF), and Virtual Reality (VR)—on group dynamics, cognitive performance, and aspects of well-being in a professional context. Utilizing a sample of 40 participants from a large Italian electricity transmission company, the study employs a within-subjects design to explore various metrics, including flow, creativity, fatigue and aspects of interaction. The results indicate that FTF interactions are optimal for idea generation and task absorption. VR, although initially more fatiguing for first-time users, fosters a more collaborative and peaceful environment, encouraging participants to engage more openly with each other. VC was found to be the least fatiguing, but also the least engaging in terms of task absorption and idea generation. Additionally, age-related differences were observed, particularly in the perception of motivational and emotional fatigue in the VR setting. The study provides empirical evidence supporting the integration of VR in professional settings for specific types of meetings, while also highlighting the limitations and areas for future research. These findings have implications for organizational well-being, cognitive ergonomics, and the evolving landscape of remote work technologies.

Publisher

Research Square Platform LLC

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