Horst, RobinSchmitt, MarcelLeipe, AndreasNaraghi-Taghi-Off, RamtinDörner, RalfTheophilus TeoRyota Kondo2022-11-292022-11-292022978-3-03868-192-21727-530Xhttps://doi.org/10.2312/egve.20221291https://diglib.eg.org:443/handle/10.2312/egve20221291The creation of content for educational Virtual Reality (VR) environments is still challenging - particularly for non-experts in the field of VR, resulting in a lack of motivation. Gamification is a tool that has shown motivational benefits in different fields, however, it remains unclear if and how it can be applied to VR authoring. In this paper, we investigate the use of established lightweight gamification mechanics within a VR authoring tool and conclude (based on user study) that our gamification improved the software quality by pragmatic qualities.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing -> Virtual reality; Applied computing -> Computer gamesHuman centered computingVirtual realityApplied computingComputer gamesTowards the Gamification of VR Authoring Environments10.2312/egve.202212919-102 pages