Okuya, TetsuroTai, AmaneNakanishi, YasutoTheophilus TeoRyota Kondo2022-11-292022-11-292022978-3-03868-192-21727-530Xhttps://doi.org/10.2312/egve.20221311https://diglib.eg.org:443/handle/10.2312/egve20221311We proposed a VR game named ''Boomshin'' using an encountered-type haptic display and investigated the effects of switching the presence of haptic feedback for objects in the VR space over time. We named objects with and without haptic feedback as ''real entities and ''clones respectively, and evaluated the impression of the VR game experience under the various temporal presentation patterns of them. The results showed that the players' surprise and satisfaction were higher when real entities and clones were mixed than when only real entities or clones appeared. In addition, a sudden change in the frequency of appearance of real entities brought an impression impact.Attribution 4.0 International LicenseCCS Concepts: Human-centered computing -> Human computer interaction(HCI); Virtual reality; Computer systems organization -> Robotics;Human centered computingHuman computer interaction(HCI)Virtual realityComputer systems organizationRoboticsBoomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback10.2312/egve.2022131149-502 pages