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        <identifier>oai:figshare.com:article/33858607</identifier>
        <datestamp>2026-09-16T15:32:32Z</datestamp>
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          <dc:title>Table 1_Interaction modality trade-offs in XR training: evidence from PC, virtual reality, and mixed reality in esports production.docx</dc:title>
          <dc:creator>Pakinee Ariya (24993064)</dc:creator>
          <dc:creator>Phimphakan Thongthip (24993067)</dc:creator>
          <dc:creator>Kannikar Intawong (12536693)</dc:creator>
          <dc:creator>Kitti Puritat (24993070)</dc:creator>
          <dc:subject>Virtual Reality and Related Simulation</dc:subject>
          <dc:subject>digital skills training</dc:subject>
          <dc:subject>esports training</dc:subject>
          <dc:subject>extended reality</dc:subject>
          <dc:subject>human–computer interaction</dc:subject>
          <dc:subject>immersive learning</dc:subject>
          <dc:subject>mixed reality</dc:subject>
          <dc:subject>sustainable learning environments</dc:subject>
          <dc:subject>virtual reality</dc:subject>
          <dc:description>Introduction&lt;p&gt;Extended reality (XR), including virtual reality (VR) and mixed reality (MR), is increasingly used for training complex skills. However, the comparative effects of different interaction modalities under controlled conditions remain unclear, particularly regarding learning, task performance, and user experience.&lt;/p&gt;Methods&lt;p&gt;A controlled experiment compared PC, VR, and MR within a simulation‐based esports production training system. Ninety participants completed identical tasks. Outcome measures included knowledge gain, task performance, user engagement (UES‐SF), system usability (SUS), and cognitive workload (NASA‐TLX).&lt;/p&gt;Results&lt;p&gt; All conditions showed significant knowledge improvement, with no significant differences across groups. VR and MR yielded higher engagement, while VR was associated with higher cognitive workload. No significant differences were found in completion scores; however, immersive conditions (VR and MR) produced significantly lower error rates than PC. PC achieved the highest usability scores.&lt;/p&gt;Discussion&lt;p&gt;Training effectiveness depends on aligning interaction modality with instructional goals rather than immersion alone. VR was associated with lower error frequency during procedural tasks, MR offered a balanced performance–usability profile, and PC favored usability and lower workload. These findings provide practical guidance for selecting XR modalities in esports production training and support the design of context-appropriate digital training environments for workforce skill development and sustainable learning innovation.&lt;/p&gt;</dc:description>
          <dc:date>2026-09-16T15:32:32Z</dc:date>
          <dc:type>Dataset</dc:type>
          <dc:type>Dataset</dc:type>
          <dc:identifier>10.3389/frvir.2026.1856354.s001</dc:identifier>
          <dc:relation>https://figshare.com/articles/dataset/Table_1_Interaction_modality_trade-offs_in_XR_training_evidence_from_PC_virtual_reality_and_mixed_reality_in_esports_production_docx/33858607</dc:relation>
          <dc:rights>CC BY 4.0</dc:rights>
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