A Conceptual Model of Personalized Virtual Reality Trail Running Gamification Design

Raslapat Suteeca, Smitti Darakorn Na Ayuthaya, S. Kiattisin
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Abstract

Individuals’ running styles define trail running. Diverse motivational strategies for running emerge because of diverse running behaviors. Customizable design for motivation: when it comes to environmental considerations during a product’s or service’s use stage, the design process has become increasingly focused on behavior. Virtual reality enables the creation and integration of a variety of environments, as well as the redesign, retesting, and enhancement of these environments within a virtual computing structure. These benefits exist because players’ perspectives and behaviors in virtual environments are more comparable to those in their physical environments. The purpose of this study is to create a model for the relationship between persuasive strategy, user personal factors and target behavior that is effective based on the Social Cognitive Model, two hypotheses are tested using structural equation modelling (SEM). According to the findings, persuasive strategies have a significant positive influence on user personal factors. Second, user personal factors were able to influence target behaviors. To increase intrinsic motivation, virtual reality application designers should support persuasive tactics such as goal setting and self-monitoring in a target context. These results may guide designers in selecting effective persuasion strategies for various user groups.
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个性化虚拟现实越野跑游戏化设计的概念模型
个人的跑步风格决定了越野跑。不同的跑步行为产生了不同的跑步动机策略。针对动机的可定制设计:当涉及到产品或服务使用阶段的环境考虑时,设计过程越来越关注行为。虚拟现实支持创建和集成各种环境,以及在虚拟计算结构中对这些环境进行重新设计、重新测试和增强。这些好处的存在是因为玩家在虚拟环境中的视角和行为与他们在现实环境中的行为更相似。本研究的目的是在社会认知模型的基础上建立一个有效的说服策略、用户个人因素和目标行为之间的关系模型,并使用结构方程模型(SEM)对两个假设进行检验。研究发现,说服策略对用户个人因素有显著的正向影响。第二,用户个人因素能够影响目标行为。为了增加内在动机,虚拟现实应用程序设计者应该支持说服策略,例如在目标环境中设定目标和自我监控。这些结果可以指导设计师在不同的用户群体中选择有效的说服策略。
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