Lisanne Kleygrewe

Virtual Reality Training for Police Officers: A Comparison of Training Responses in VR and Real-life Training 3 61 by the model as a whole was 31%, F (7, 126) = 8.21, p < .001. The sense of presence indicators explained an additional 21% of the variance in mental effort after controlling for participant characteristics, R squared change =.21, F change (3, 126) = 12.92, p < .001. In the final model, only one participant characteristic variable was statistically significant, with gaming frequency recording a semipartial correlation value of −.25 (p < .001), indicating that trainees with a high gaming frequency exerted less mental effort in VR. Two of the sense of presence indicators in VR were statistically significant, with engagement recording the highest semipartial correlation value (sr = .37, p < .001), closely followed by VR negative effects (sr = .28, p < .001). Therefore, only gaming frequency, VR engagement, and VR negative effects have unique contributions to the invested mental effort (RSME) after statistically removing the overlapping effects of all other variables. Table 3.2 provides an overview of all predictor variables and the two steps of the hierarchical multiple regression model predicting mental effort in VR. Descriptive statistics and correlation coefficients can be found in the Appendix in Tables A2 and A3, respectively. Table 3.2. Hierarchical Multiple Regression Analysis Summary Predicting Mental Effort in VR With Age, VR Knowledge, Gaming Frequency, Prior VR Experience, VR Spatial Presence, VR Engagement, and VR Negative Effects Step and predictor variable B SE B Beta sr Change in R² R² Adjusted R² Step 1 .10* .10 .07 Constant 76.48 13.68 Age -0.57 0.27 -.18* -.17 VR Knowledge 5.44 2.79 .18 .16 Gaming Frequency -6.90 2.03 -.31** -.28 Prior VR Experience 1.01 4.64 .02 .02 Step 2 .21** .31 .28 Constant -18.90 21.80 Age -0.46 0.24 -.14 -.14 VR Knowledge 3.12 2.53 .11 .09 Gaming Frequency -6.26 1.82 -.28** -.25 Prior VR Experience 0.27 4.12 .01 .00 VR Spatial Presence -11.80 6.01 -.23 -.14 VR Engagement 30.71 6.14 .61** .37 VR Negative Effects 8.31 2.19 .30** .28 Note: sr = semipartial correlation coefficient. * p < .05. ** p < .001. Variance in perceived stress in VR explained by participant characteristics and VR experience factors Hierarchical multiple regression was used to assess whether sense of presence indicators in VR (spatial presence, engagement, and negative effects) predicted perceived stress in VR

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