## 4 Discussion
### Effect of Wayfinding on Psychometric Evaluation
\begin{table}
\begin{tabular}{l l l l l l l} \hline \hline  & & **Sum of Squares** & **df** & **Mean Square** & **F** & **Sig.** \\ \hline \multirow{4}{*}{Challenge} & Between Groups & 3.307 & 2 & 1.653 & 4.907 & 0.013 \\  & Within Groups & 12.129 & 36 & 0.337 & & \\  & Total & 15.436 & 38 & & & \\  & Between Groups & 14.821 & 2 & 7.410 & 15.700 & 0.000 \\ \multirow{2}{*}{Tension} & Within Groups & 16.991 & 36 & 0.472 & & \\  & Total & 31.812 & 38 & & & \\  & Between Groups & 4.537 & 2 & 2.269 & 5.286 & 0.010 \\ \multirow{2}{*}{Positive Affect} & Within Groups & 15.452 & 36 & 0.429 & & \\  & Total & 19.990 & 38 & & & \\  & Between Groups & 7.176 & 2 & 3.588 & 13.878 & 0.000 \\ \multirow{2}{*}{Negative Affect} & Within Groups & 9.308 & 36 & 0.259 & & \\  & Total & 16.484 & 38 & & & \\  & Between Groups & 1.707 & 2 & 0.853 & 1.233 & 0.303 \\ \multirow{2}{*}{Competence} & Within Groups & 24.917 & 36 & 0.692 & & \\  & Total & 26.624 & 38 & & & \\  & Between Groups & 0.927 & 2 & 0.464 & 1.090 & 0.347 \\ \multirow{2}{*}{ Immersion} & Within Groups & 15.321 & 36 & 0.426 & & \\  & Total & 16.248 & 38 & & & \\  & Between Groups & 0.911 & 2 & 0.455 & 1.122 & 0.337 \\ \multirow{2}{*}{Flow} & Within Groups & 14.609 & 36 & 0.406 & & \\  & Total & 15.520 & 38 & & & \\ \hline \hline \end{tabular}
\end{table} 
Table 6: One-Way ANOVA results showing the significance of wayfinding on users perceived behavior. of immersion was slightly higher in the EC2 condition. These results are in alliance with a study that explores the effects of wayfinding affordances in underground facilities during a fire emergency [32]. Effects on Flow: The flow inside a game is attributed to participants' concentration in the game, how they forget about the outer world and things around them, and the loose notion of time. We observed no significant differences in the three groups for flow measures. However, the mean value of flow in CC (Mean = 3.01, see Table 5) was higher than the experimental conditions. This abnormal increase in the flow in the no-wayfinding control condition can be explained by the fact that there was no guidance inside the VR. Hence, participants were more concentrated on the end goal. They lost the notion of time and surroundings since they were in a stressful situation (timer, sirens, and announcements in the background) and wanted to exit immediately. The effects of immersion and flow did not show any significant differences in the study on VR training in stressful situations and align with our results [61]. This can be explained by the fact that VRE was kept consistent for all the groups and only wayfinding cues were varied [62]. This particular study investigates user behaviors in both indoor and outdoor VR settings (Task 1 and Task 2 in our study; see figure for more details Figure 4). We can conclude that carefully installed cues in VR training applications can help reduce tension in users, thus improving their overall perceived experience. The present study advances the understanding of wayfinding on users' psychological and psychometric behaviors and provides essential design implications. Further research could be done to explore the impact of wayfinding on simulator sickness in VR and how it correlates with the physiological and psychometric metrics. The findings can be used to support building better VR SGs for evacuation training.