The collaborative VR task takes the form of a card-matching game, which requires both participants to match 8 pairs of cards. The task has both cooperative and competitive aspects, as the reward points are given only when all cards are matched, but in a distributive form.
The experiment follows a 2 x 2 within-subject design, with the variables being the counterpart’s avatar hand visibility and the reward schedule. During the task, the counterpart’s avatar hand can either be shown (HO) or unshown (HX). Participants can take each card of the very last pair individually, termed "Stalemate."
A single trial of the experiment consists of three parts: VR game task, post-game feedback, and questionnaire. The explanation for the VR game task is described in the previous section.
After the game, performance feedback is given. If all cards are successfully matched, reward points are given along with a ``SUCCESS" display. The reward points are either fairly distributed according to individual performance (RF) or equally distributed regardless of individual performance (RE). If there are remaining cards, ``TIME'S UP" is displayed without reward points.
After the post-game feedback, it moves directly to the questionnaire consisting of three 9-point scale questions on joint agency, cooperativeness, and reward fairness, followed by a Social Presence Questionnaire (SPQ)*. The experiment consists of 4 blocks (80 trials) in total.
* Chad Harms and Frank Biocca. Internal consistency and reliability of the networked minds measure of social presence. In Seventh annual international workshop: Presence, volume 2004. Universidad Politecnica de Valencia Valencia, Spain, 2004.
First, the reward and hand factors impacted the sense of joint agency during a collaborative VR card-matching game. The joint agency ratings were higher in the equal reward and hand present conditions; The hand present condition showed higher joint agency ratings only in the fair reward condition.
Second, the perceptive components (cooperativeness, reward fairness, social presence) showed positive correlations, and the performance elements (playtime, absolute score difference, absolute reward point difference, fail count) showed negative correlations with the sense of joint agency.