4.1. First Island Visited
To provide a statistical overview, the distribution of first island selections is summarized in
Table 4. Of the four destination islands, Game, Experience, Library, and Social participants were most likely to visit Experience Island (
, 31.3%) or Game Island (
, 34.4%) first. Library Island was selected by four participants (12.5%), while Social Island was chosen by seven (21.9%).
A chi-square test of independence (
Table 5) was conducted to examine whether first island choice was associated with dominant player type. The result was not significant (
), with a small effect size (Cramer’s
). This indicates that, statistically, motivational profiles did not strongly predict the very first navigational choice.
To further investigate behavioral differences, Kruskal–Wallis tests were applied to compare time spent across islands according to participants’ first island choice (
Table 6). Significant effects emerged for Game Island (
,
,
) and Library Island (
,
,
), both reflecting large effect sizes. No significant differences were found for Social (
,
), Experience (
,
), Main (
,
), or total (
,
) time. These findings suggest that first navigational choices influenced subsequent temporal engagement within specific islands, even if player type alone was not a significant predictor.
In a task-free, exploratory VR environment, the first location a user chooses to visit serves as a meaningful behavioral cue, shaped by both the salience of environmental affordances and the user’s internal motivations. In this study, analyzing the first island visited by each participant provided a window into early-stage engagement tendencies and the alignment between motivational profiles and perceived interactive value. A full distribution of HEXAD user type scores for all participants is provided in
Appendix A, illustrating both dominant and secondary motivations derived from the gamification user type scale.
The patterns become more nuanced when mapped against player types. For graphical clarity, only the first-listed dominant type is used in the bar chart representation (
Figure 2); however, in the narrative interpretation, both primary and secondary types are considered. This hybrid approach ensured both visual legibility and conceptual fidelity. For example, Participant P24, classified as both Free Spirit and Achiever, initially visited Experience Island, engaging with embodied mechanics such as climbing and throwing. In this case, this dual classification reflects an autonomy–mastery blend, where the Free Spirit’s curiosity and the Achiever’s challenge-seeking are both evident in the decision to begin in an interaction-heavy space.
Player-type participants (e.g., P02, P03, P04, P05, P11) consistently selected Game Island as their first destination, aligning with the Player profile’s sensitivity to extrinsic rewards and competition. Notably, P28 and P32, both coded exclusively as Player, remained in Game Island for extended periods before transitioning, suggesting goal-oriented behavior driven by immediate, gamified stimuli.
On the other hand, Achiever-dominant users such as P01, P08, P10, P21, P30, and P31 opted for Experience Island, likely due to the skill-based tasks and autonomy afforded by physical interaction mechanics. Some of these participants also had secondary types such as Philanthropist or Free Spirit, further supporting the tendency to explore challenge-rich environments without clear goals or competition.
Socialisers (e.g., P13, P22, P27) tended to begin in Social Island, though several transitioned quickly, possibly due to the limited availability of real-time social interaction. Participant P06, who was coded as both Socialiser and Player, also began in Social Island but rapidly moved toward Game Island, reflecting a potential motivational negotiation between social immersion and gamified engagement.
Library Island was predominantly chosen by users classified as Philanthropists or Free Spirits, including P15, P19, P23, and P29. These users demonstrated a slower and more reflective engagement style, often spending more time in static, content-driven areas compared to others. For instance, P23 (Philanthropist) remained in Library Island for nearly the entire session, engaging with its visual and informational elements.
These observations affirm that initial spatial choices in VR are not random but shaped by users’ motivational orientations, even in the absence of tasks or goals.
4.2. Visit Sequences
Beyond the participants’ initial choices, the sequence of visited locations provided deeper insight into their motivational profiles, engagement patterns, and cognitive interpretations of the VR environment. While the first island reflected initial appeal or motivational salience, visit sequences revealed how users actively constructed their own paths when left to explore freely.
A distributional analysis of unique island visits revealed a wide spectrum of exploration intensities. Only 2 out of 32 participants (6.25%) remained on a single island throughout the session. In contrast, the majority (94%) visited at least two islands, with 12 participants (37.5%) visiting three and 7 participants (21.9%) visiting all four. This skew toward multi-island engagement suggests that the environment successfully supported curiosity-driven behavior. Participants were not prompted to explore, yet most did, highlighting the pull of spatial affordances and self-determined interest. These counts are detailed in
Table 7.
To statistically examine whether exploration breadth differed across motivational profiles, a Kruskal–Wallis test was conducted on the number of unique islands visited. The result approached but did not reach significance (
,
), with a moderate effect size (
). Philanthropists exhibited the broadest exploration (mean rank = 28.50), followed by Free Spirits (21.38) and Socialisers (19.25), whereas Achievers (14.75) and Players (12.25) tended to visit fewer islands (
Table 8). These tendencies, while not statistically conclusive at the
level, indicated meaningful motivational differences in navigational diversity.
When analyzing the visit sequences, a handful of recurring paths was observed. The most common route, Game → Experience Island, was observed for six participants, followed by Social → Game → Experience (four participants) and Experience → Game (four participants). Although there were over 20 unique sequences overall, these recurring flows indicate an implicit behavioral logic. These patterns are summarized in
Table 9.
Sequence length and complexity were not randomly distributed: they were strongly shaped by the participants’ dominant player types. On average, Philanthropists visited all four islands (mean: 4.0), followed by Free Spirits (2.86), Socialisers (2.83), and Achievers (2.71). Players, in contrast, showed the narrowest scope, visiting an average of only 2.4 islands. These results are visualized in
Figure 3 as a heat map, where visit order (1st–4th) is plotted against island choice, with color intensity representing frequency across participants. The heat map makes evident the strong preference for Experience and Game Islands as initial destinations.
These differences were not merely quantitative; they also manifested in the strategic logic of exploration. For instance, Player-type participants (e.g., P02, P03, P04, P11) often followed short paths involving Game and Experience Islands only. Their behavior seemed focused and efficiency-driven, consistent with a goal–reward mindset even though no explicit goal was present.
In contrast, Free Spirit users displayed more exploratory and looping patterns. P09, for example, visited Social → Game → Experience → Library, demonstrating a non-linear and highly immersive engagement flow. Similarly, P16 and P24, who scored high in both Free Spirit and Achiever traits, constructed longer, less repetitive sequences that suggested autonomy- and mastery-seeking behaviors unfolding over time.
Philanthropists, including P23 and P29, showed the highest path diversity. Not only did they visit all four islands but their transitions were also balanced, rarely repeating the same island or looping back. This steady progression may reflect a reflective and holistic engagement pattern. Full visit sequences for participants who explored all four islands are presented in
Table 10.
Taken together, these findings show that visit sequences can act as a behavioral fingerprint, revealing how users process and prioritize information, interaction, and movement in immersive settings. The differences across player types suggest strong potential for designing adaptive VR systems that adjust content, pacing, or prompts based on early behavioral cues, not just static user profiles.
4.3. Time Allocation Patterns
While island visit sequences provide valuable insight into users’ navigational behavior, time allocation offers an additional layer of understanding regarding their depth of engagement and spatial–motivational alignment. In this study, time spent on each island was treated not merely as a temporal measure but as an indicator of interaction intensity and immersive interest.
Participants spent an average of 240 s in the system, with a standard deviation of approximately 50 s. This suggests some variation in overall engagement time but no major outliers or early exits. Among the islands, Experience Island received the highest average engagement (∼92 s), followed by Game Island (∼71 s), Main Island (∼46 s), Social Island (∼29 s), and Library Island (∼24 s). This temporal distribution aligned with the visual and interaction affordances embedded in the environments. Descriptive statistics for each location are provided in
Table 11.
To examine statistical differences across player types, a series of Kruskal–Wallis tests were conducted for time spent in each island (
Table 12). Significant differences emerged for Game Island (
) and Library Island (
), both showing medium-to-large effect sizes. No significant differences were found for Social, Experience, Main, or total time. These results suggest that motivational orientation particularly influenced engagement in the most extrinsically and intrinsically aligned environments, namely, Game and Library Islands.
While overall averages provided a general picture, differences became more revealing when examined through the lens of player type. As displayed in
Table 13, each HEXAD profile exhibited distinctive time distribution patterns. Socialisers spent the most time on Social Island (∼71 s), Philanthropists on Library Island (∼82 s), and Players on Game Island (∼107 s), consistent with their motivational drives. Achievers and Free Spirits, meanwhile, favored Experience Island.
These differentiated time signatures are visually represented in
Figure 4, which presents a stacked bar chart showing the average time allocation per player type across islands.
Further insight emerges when examining individual outlier behaviors. As summarized in
Table 14, Participant P17 (Socialiser) spent over 90% of their time on Social Island, indicating either deep engagement or limited exploratory intent. In contrast, participants P22 (Socialiser) and P29 (Philanthropist) showed highly balanced temporal distributions across all four islands, suggesting a holistic engagement style that aligned with their collaborative and reflective motivational frameworks.
Taken together, these results suggest that time allocation patterns are not only reflective of user type but also act as a behavioral expression of motivational satisfaction within a gamified VR environment. From a design perspective, tracking and analyzing time allocation offers valuable cues for adaptivity: environments can dynamically respond to time thresholds (e.g., over-engagement or under-engagement) by adjusting content, pacing, or challenge. Moreover, integrating real-time temporal analytics could inform adaptive tutoring, trigger motivational nudges, or personalize user journeys in future iterations of immersive learning platforms.
4.4. Behavior Pattern Typology Across Player Types
While the previous sections detailed specific patterns regarding island selection, navigational sequences, and time allocation, a higher-level synthesis reveals meaningful behavioral strategies that transcend isolated variables. In this section, a qualitative typology of user behavior is proposed based on the convergence of multiple interaction indicators, namely, the first island visited, the sequence of movements, the number of islands explored, and the distribution of time spent across locations. Importantly, these typologies are explicitly grounded in the descriptive and inferential statistics reported earlier (
Table 4,
Table 5,
Table 6,
Table 7,
Table 8,
Table 9,
Table 10,
Table 11,
Table 12 and
Table 13), ensuring that the narrative categories are supported by quantitative evidence.
Rather than attempting to force participants into rigid categories, our goal was to highlight emergent patterns that reflect users’ motivational orientations, decision-making logic, and spatial engagement tendencies within a gamified VR environment. This typology was not predefined but derived inductively from the data, supported by both descriptive statistics and qualitative observations of individual behaviors. By framing these patterns through the lens of HEXAD player types, a better understanding can be gained of how motivational profiles map onto exploratory behaviors in immersive learning scenarios.
Focused Explorers were users who exhibited strong spatial anchoring by dedicating the majority of their interaction time to a single island. These participants typically selected one motivationally aligned zone early in their session and remained there with minimal or no transitions to other locations. This behavior suggests a preference for depth over breadth. For example, the descriptive analysis showed that only 2 out of 32 participants (6.3%) stayed on a single island for the entire session (
Table 7). Participant P17 (Socialiser) exemplified this by spending over 90% of the total session on Social Island (
Table 14), while several Player-type users remained on Game Island, with minimal movement. The Kruskal–Wallis results further supported this tendency, showing that Players had the narrowest exploration scope (mean = 2.4 islands) compared to Philanthropists (mean = 4.0), although the overall difference did not reach significance (
). This focused pattern, while potentially limiting in terms of exposure to diverse content, may reflect a form of intrinsic flow wherein users become absorbed in a context that closely matches their motivational profile. Notably, this strategy aligns with HEXAD types such as Player and Achiever, who are often driven by reward, mastery, and efficiency.
Wanderers (also referred to as Balanced Explorers) were users who demonstrated a broad and relatively even engagement with all available islands. Rather than anchoring themselves in a single motivational zone, these participants moved fluidly between environments, spending a moderate amount of time in each and showing a willingness to interact with diverse types of content. As reported in
Table 13, Philanthropists spent the longest time on Library Island (82 s), while Socialisers balanced their engagement across Social and Experience Islands. Participants such as P22 (Socialiser) and P29 (Philanthropist) exemplified this pattern, with time distributions spread across all four thematic islands and low standard deviations (
Table 14). For instance, P29 spent 48, 52, 102, and 66 s on the Social, Game, Experience, and Library Islands, respectively, suggesting a high level of balanced curiosity and interaction. This pattern is consistent with inferential findings, where Philanthropists and Free Spirits showed more evenly distributed time allocation across islands (Kruskal–Wallis
,
). This strategy aligned with HEXAD types like Free Spirit, Philanthropist, and, sometimes, Socialiser, all of whom tended to favor autonomy, variety, and intrinsic satisfaction over externally imposed goals or rewards.
Strategic Switchers were characterized by their purposeful navigational sequences and adaptive time allocation strategies, often transitioning between islands in a manner that reflected shifting motivational states. Unlike Wanderers, whose engagement was broadly balanced, Strategic Switchers exhibited a sequenced approach. For example, recurring visit paths such as Game → Experience or Social → Game → Experience (
Table 9) suggested structured progression rather than random exploration. These participants often began their sessions with curiosity or action-driven goals and later shifted toward knowledge acquisition or free-form exploration. Users with mixed profiles, such as Free Spirit–Achiever or Socialiser–Player, were especially likely to display this strategy, indicating a dynamic interplay between different motivational needs over time. This behavioral mode was indirectly reflected in the effect size patterns observed across both visit sequences and time allocation analyses, which, while not always statistically significant, pointed to medium-to-large magnitudes of difference across HEXAD types.
To integrate these findings, a synthesis table was constructed that aligned player types with their dominant behavioral dimensions (first island choice, average exploration scope, common visit sequences, and time allocation patterns). This overview, presented in
Table 15, demonstrates how quantitative indicators and qualitative typologies converge into consistent profiles across HEXAD types.
Taken together, these three behavioral typologies provide a conceptual lens through which user interaction in gamified VR environments can be better understood and anticipated. By explicitly linking these typologies to earlier statistical findings, isolated metrics are transcended and the convergence of navigational choices, temporal distribution, and player motivation is examined. This framework offers a richer, more nuanced picture of how individuals engage with immersive educational systems. Importantly, these patterns are not fixed categories but fluid tendencies that reflect both user disposition and contextual influence. As such, they hold significant implications for the adaptive design of VR environments, particularly in educational or training contexts where sustained engagement, personalization, and motivational alignment are critical.