Exergaming in VR: The Impact of Immersive Embodiment on Motivation, Performance, and Perceived Exertion

Felix Born, Sophie Abramowski, M. Masuch
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引用次数: 22

Abstract

Digital games which are controlled by physical movements - so-called exergames - have beneficial effects on the player's motivation to exercise. Since VR exergames can facilitate the potential impact on the player's motivation, we investigate the role of immersion and related constructs for a room-scale VR exergame. Thus, we developed four different versions of a digital exergame by manipulating the immersion (room-scale VR vs. common screen), perspective (first vs. third person) and tracking fidelity (HTC Vive Tracker vs. Microsoft Kinect). Our results of a study with 47 participants suggest that immersion and perspective in particular can significantly increase the player's presence, embodiment, motivation, and performance independent of the perceived exertion which was not affected by any condition. Our research gives novel insights which advantages modern room-scale VR systems can offer and how immersion influences the relationship between motivation, performance, and perceived exertion.
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VR中的运动:沉浸式体现对动机、表现和感知运动的影响
由身体动作控制的数字游戏——所谓的运动游戏——对玩家锻炼的动机有有益的影响。由于VR游戏可以促进对玩家动机的潜在影响,我们研究了沉浸感和相关结构在房间级VR游戏中的作用。因此,我们通过控制沉浸感(房间级VR vs普通屏幕)、视角(第一人称vs第三人称)和追踪保真度(HTC Vive Tracker vs微软Kinect),开发了四种不同版本的数字游戏。我们对47名参与者的研究结果表明,沉浸感和视角可以显著提高玩家的存在感、体现感、动机和表现,而不受任何条件的影响。我们的研究提供了新的见解,现代房间级VR系统可以提供哪些优势,以及沉浸感如何影响动机、表现和感知努力之间的关系。
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