## 4 Discussion
### Effect of Wayfinding on Psychometric Evaluation  
Effects on challenge: Challenge was used to measure the impact of wayfinding cues on the user-perceived experience of VR application used in this study, since the challenge is a crucial metric to evaluate the gameplay experience [55]. Wayfinding cues were found to substantially elevate the element of challenge in controlled conditions, as shown in Table 6. The mean values for the challenge were significantly lower for EC2 with dynamic wayfinding cues as compared to the other two conditions. Our findings are consistent with the existing research, which states that players use emotional and cognitive efforts to understand the disposition of the game and solve the challenges presented to them [56]. Since  
Figure 10: Clustered bar mean of GEQ items administered in this study. EC2 in this study presented the participants with wayfinding cues in the VR environment, their cognitive ability to perceive the sense of direction inside the VR was better; hence they felt less pressured. Similarly, they had to put less effort and perceived the overall experience to be less challenging as compared to the CC with no wayfinding. For EC1, the mean values of challenge were between CC and EC2 and can be explained by the fact that static cues were used in the VR experience and didn't grasp the participants' attention when they were stressful in the VRE. Effects on Tension: Feelings of annoyance, irritation, and frustration during the gameplay can lower the quality of perceived experience in users. VR serious games should be designed in such a way to lower the feelings of annoyance and tension [57] to improve the perceived user experience. Our study found that the level of tension was significantly lower in experimental groups, i.e., EC1 and EC2, compared to the control condition with no wayfinding. Since the VRE was kept consistent in all groups except for the wayfinding cues, we can deduce that the participants in these groups perceived the VR simulation as less annoying to navigate due to wayfinding. The results are supported via a study by [PERSON] et al. [34]. Other research studies [34; 58] have demonstrated similar results of lower tension and annoyance in spatially oriented VR applications in various domains. Effects on Positive and negative Affects: Wayfinding cues were found to considerably elevate the positive affects and lessen the negative affects on the users in the VR environment [34]. We measured the positive affects through their level of enjoyment, contentment, fun, and happiness. Positive affects were highest (mean = 3.27), and negative affects were lowest (mean = 0.44) in the EC2 with dynamic wayfinding as compared to the other two groups (see Table 5). Effects on Competence: Effects of wayfinding on competence were also observed. Although there were some differences in the mean values, our results did not show any significant effects of these three metrics on the participant's perceived experience in VR. All the participants felt successful and competent while playing the VR simulation and reached their target. Effects on Immersion: Various studies have shown that immersion inside a VR environment can be increased by increasing spatial affordances [59; 60]. However, our study showed no significant differences in immersion in all the groups, although the mean value