Skip to main content

Comparison Between Running on a Treadmill in a Simulator and in a Video Game

  • Conference paper
  • First Online:
Proceedings of the International Conference on Ubiquitous Computing & Ambient Intelligence (UCAmI 2022) (UCAmI 2022)

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Zwift RUN, https://www.zwift.com/eu-es/run.

  2. 2.

    Nintendo RFA, https://www.nintendo.es/Juegos/Nintendo-Switch/Ring-Fit-Adventure-1638708.html

  3. 3.

    BH, https://www.bhfitness.com/cintas-correr/rc09/

  4. 4.

    LG, https://www.lg.com/cac/televisores/lg-70un7300psc.

References

  1. Nunes, M., Nedel, L., Roesler, V.: Motivating people to perform better in exergames: competition in virtual environments. In: Proceedings of the 29th Annual ACM Symposium on Applied Computing, pp. 970–975. ACM, New York (2014)

    Google Scholar 

  2. Viana, R.B., de Oliveira, V.N., Dankel, S.J., et al.: The effects of exergames on muscle strength: a systematic review and meta-analysis. Scand. J. Med. Sci. Sports 31, 1592–1611 (2021). https://doi.org/10.1111/sms.13964

    Article  Google Scholar 

  3. Westmattelmann, D., Grotenhermen, J.-G., Stoffers, B., Schewe, G.: Exploring the adoption of mixed-reality sport plataforms: a qualitative study on Zwift (2021)

    Google Scholar 

  4. Khundam, C., Nöel, F.: A study of physical fitness and enjoyment on virtual running for exergames. Int. J. Comput. Games Technol. 2021 (2021). https://doi.org/10.1155/2021/6668280

  5. Kamel Boulos, M.N., Yang, S.P.: Mobile physical activity planning and tracking: a brief overview of current options and desiderata for future solutions. Mhealth7 (2021). https://doi.org/10.21037/mhealth.2020.01.01

  6. Pallavicini, F., Pepe, A.: Comparing player experience in video games played in virtual reality or on desktop displays. In: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pp. 195–210. ACM, New York (2019)

    Google Scholar 

  7. Matallaoui, A., Koivisto, J., Hamari, J., Zarnekow, R.: How effective is “exergamification”? A systematic review on the effectiveness of gamification features in exergames. In: 50th Hawaii International Conference on System Sciences, pp 3316–3325 (2017)

    Google Scholar 

  8. Yoo, S., Kay, J.: VRun: running-in-place virtual reality exergame. In: Proceedings of the 28th Australian Computer-Human Interaction Conference, OzCHI 2016, pp. 562–566. Association for Computing Machinery, Inc. (2016)

    Google Scholar 

  9. Wu, Y.S., Wang, W.Y., Chan, T.C., et al.: Effect of the Nintendo ring fit adventure exergame on running completion time and psychological factors among university students engaging in distance learning during the COVID-19 pandemic: randomized controlled trial. JMIR Ser. Games 10, e35040 (2022). https://doi.org/10.2196/35040

    Article  Google Scholar 

  10. Yuen, H.K., Holthaus, K., Kamen, D.L., et al.: Using Wii fit to reduce fatigue among African American women with systemic lupus erythematosus: a pilot study. Lupus 20, 1293–1299 (2011). https://doi.org/10.1177/0961203311412098

    Article  Google Scholar 

  11. Ahn, M., Song, J., Kwon, S., et al.: Running or gaming. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2009, p. 345. ACM Press, New York (2009)

    Google Scholar 

  12. Ijsselsteijn, W.A., Kort, D., Poels, Y.A.W.: The Game Experience Questionnaire. Technische Universiteit Eindhoven (2013)

    Google Scholar 

  13. MohdRazali, N., BeeWah, Y.: Power comparisons of Shapiro-Wilk, Kolmogorov-Smirnov, Lilliefors and Anderson-Darling tests. J. Stat. Model. Anal. 2, 21–33 (2011)

    Google Scholar 

Download references

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.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Micaela Martin .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

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

Download citation

Publish with us

Policies and ethics