Influence of Virtual Environments and Conversations on User Engagement During Multiplayer Exergames

Tanja Kojić, Jan-Niklas Voigt-Antons, Steven Schmidt, Lukas Tetzlaff, Bruno Kortowski, Uliana Sirotina, S. Möller
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引用次数: 5

Abstract

Virtual Reality (VR) multiplayer games are currently developed more frequently, while in parallel VR is becoming more accessible to the broader public. Also exergames, which refer to computer games combined with a physical activity, are getting widely available, driven by developments in sensor technologies. In this paper, we present results of a multiplayer exergame experiment where two players race against each other four times on two rowing ergometers. Experimental conditions were type of environment (with VR vs. without VR) and the possibility of conversation with the opponent (conversation enabled vs. conversation disabled). To measure subjective experience, participants rated perceived flow, sense of presence and social presence on standardized questionnaires. Results show that the type of environment has a significant influence on the perceived presence, as participants rated the presence higher in VR. The possibility of conversation resulted in a perception of a significantly higher social presence. This illustrates that the usage of virtual environments as well as the possibility of conversations between users are highly valuable to increase the Quality of Experience during exergames. In our future research, we plan to further investigate means to improve the user experience by applying gamification, different representations of opponents, and to assess the impact of network impairments during multiplayer scenarios.
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虚拟环境和对话对多人游戏中用户粘性的影响
目前,虚拟现实(VR)多人游戏的开发频率越来越高,而与此同时,虚拟现实也越来越多地为公众所接受。此外,在传感器技术发展的推动下,“运动游戏”(exergames)也变得越来越普遍,它指的是电脑游戏与身体活动相结合。在本文中,我们展示了一个多人游戏实验的结果,其中两名玩家在两个划船测力器上互相比赛四次。实验条件是环境类型(有VR和没有VR)和与对手对话的可能性(有对话和没有对话)。为了测量主观体验,参与者在标准化问卷上对感知流、存在感和社会存在感进行打分。结果表明,环境类型对感知的存在感有显著影响,因为参与者对VR中的存在感的评价更高。交谈的可能性导致了明显更高的社会存在感。这说明虚拟环境的使用以及用户间对话的可能性对于提高游戏体验质量非常有价值。在我们未来的研究中,我们计划进一步研究通过应用游戏化、对手的不同表现来改善用户体验的方法,并评估多人游戏场景中网络损伤的影响。
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