Analysis was completed after both versions had finished testing, with the playback version of the build being developed during the analysis. Due to the nature of the original versions of the system, the playback version was incredibly easy to create (same engine, same environment, and removed majority of interaction). Surveys for both versions were compared, along with the statistics and patterns acquired from within the recorded data.
It was found that VR users were spent a considerable amount more time adjusting, repositioning, changing and customising their setups. This was correlated with VR users generally finding the controls and interaction with equipment to be of greater ease compared to the PC users. PC users also found general movement to be slightly challenging versus the VR users, this was mostly due to the implementation of barriers between the upper and lower areas of the arena. VR users were not able to fly around freely, meaning they would not be able to place lights or speakers in irregular locations, the barriers were in place to ensure consistency between versions.
VR users tended to find the planning and testing scenarios to be of greater enjoyment than the tutorial stage, the hands on engagement provided a more stimulating experience. The majority of comments about the VR experience were angled towards the simulation actually giving them the feel of being in the arena, acting as a proper DJ or crew member. Countering this, the PC users did not feel quite as immersed, however did still generally enjoy the objectives and experience. There were a number of comments about lacklustre controls from certain users, however others felt that they were of perfect implementation.