Abstract
Nowadays, running-related applications have become popular. These are characterized by simulating a race using a treadmill or allowing you to play a video game while running. In this sense, this study presents an analysis of the differences between running on the treadmill using a planning route simulator and using an exergame. For this, Zwift Run was chosen as the simulator, and the Ring Fit Adventure game by Nintendo as the exergame. Both applications were projected on a large screen, while users ran on a treadmill at different speeds interacting with them. User experience has been measured with the In-game version of the Game Experience Questionnaire. From this questionnaire, aspects related to immersion, flow, positive emotions, and psychological needs have been compared for these two applications. The study shows that there are significant differences between competence, immersion, flow, and level of boredom in favor of the video game versus the simulator.
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Acknowledgements
Project PID2019-106426RB-C32 funded by MCIN/AEI/10.13039/501100011033 and ERDF “A way to make Europe”. Project PDC2021-120997-C31 funded by MCIN/AEI/10.13039/501100011033 and European Union “NextGenerationEU”/PRTR. Project CIAICO/2021/037 funded by Generalitat Valenciana.
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Martin, M., Chover, M., Sáez, E., Marín-Lora, C. (2023). Comparison Between Running on a Treadmill in a Simulator and in a Video Game. In: Bravo, J., Ochoa, S., Favela, J. (eds) Proceedings of the International Conference on Ubiquitous Computing & Ambient Intelligence (UCAmI 2022). UCAmI 2022. Lecture Notes in Networks and Systems, vol 594. Springer, Cham. https://doi.org/10.1007/978-3-031-21333-5_15
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DOI: https://doi.org/10.1007/978-3-031-21333-5_15
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