This study advances understanding of the impact of flat-screen and virtual reality (VR) remote exercise environments in a home setting on affective attitudes towards physical exertion, with either a human or an avatar trainer.
Employing a two-by-two factorial design, we manipulated both the medium (flat screen vs. VR) and the type of trainer (human vs. avatar). A total of 108 participants engaged in the study using a custom VR application for the Oculus Quest 2 headset or training videos, both prepared specifically for this study. The participants underwent a 15-min high-intensity interval training (HIIT) regimen, completing six workouts in their homes within fourteen days. Data on their exercise experiences and their affective attitudes towards exercise were collected using the CAWI technique. These were next analysed using a model that presumes that exercise experiences can increase motivation to exercise. We also studied the roles of spatial presence and trainer relatedness.
Our results show that VR physical training shifted affective attitudes towards exercise positively, in contrast to the flat-screen groups. Moreover, using a digital avatar as a trainer had no negative effect on this favourable change in attitude. The change in affective attitude was influenced primarily by baseline levels and the wellbeing experienced during training. The factors we added to the original model—relatedness to the trainer and spatial presence—also contributed significantly to wellbeing. Perception of competence was a critical determinant of wellbeing, while perceived exertion was largely irrelevant. The HIIT protocol in the study was suitable for VR exercise.