ABSTRACT
Exergaming has shown promising results for promoting user's wellbeing in terms of physical and cognitive benefits. Although non-immersive virtual reality-based games have proven to be useful for user's physical wellbeing, there is limited study in immersive virtual reality (iVR) for exergaming particularly in user's engagement and enjoyment. Furthermore, there is limited study in comparing user's engagement and enjoyment between iVR exercises and conventional exercises without using digital games. Hence, in this exploratory study, user's engagement and enjoyment in doing iVR exercises were explored through a survey study. The preliminary findings from a two-week survey study show that users were more engaged in iVR than conventional exercises, and a similar pattern can be found in user's enjoyment. The findings suggest that iVR exercises are potentially useful and enjoyable for users to engage in physical exercises, while they may be an alternative to conventional exercises. These preliminary findings have created opportunities for future research in iVR-based exercises for users.
- World Health Organization. 2020. Physical activity. Retrieved May 23, 2021, from https://www.who.int/news-room/fact-sheets/detail/physical-activityGoogle Scholar
- Regina Guthold, Gretchen A. Stevens, Leanne M. Riley, and Fiona C. Bull. 2018. Worldwide trends in insufficient physical activity from 2001 to 2016: a pooled analysis of 358 population-based surveys with 1·9 million participants. Lancet Glob Health 6, 10 (Oct 2018), e1077-e1086. DOI: 10.1016/S2214-109X(18)30357-7Google ScholarCross Ref
- Gyoung Kim and Frank Biocca. 2018. Immersion in virtual reality can increase exercise motivation and physical performance. In: Chen J., Fragomeni G. (eds) Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry. VAMR 2018. Lecture Notes in Computer Science, vol 10910. Springer, Cham. https://doi.org/10.1007/978-3-319-91584-5_8Google ScholarDigital Library
- Yoonsin Oh and Stephen Yang. 2010. Defining exergames and exergaming. Paper presented at the Meaningful Play 2010 Conference, Michigan State University, East Lansing, MI. Retrieved from http://meaningfulplay.msu.edu/proceedings2010/mp2010_paper_63.pdfGoogle Scholar
- Peter C. Douris, Brittany McDonald, Frank Vespi, Nancy C. Kelley and Lawrence Herman. 2012. Comparison between Nintendo Wii Fit aerobics and traditional aerobic exercise in sedentary young adults. Journal of Strength and Conditioning Research 26, 4, (2012) 1052-1057 doi: 10.1519/JSC.0b013e31822e5967Google ScholarCross Ref
- Jacek Polechoński, Małgorzata Dębska and Paweł G. Dębski. 2017. Exergaming can be a health-related aerobic physical activity. BioMed Research International (2019), Article ID 1890527. https://doi.org/10.1155/2019/1890527Google Scholar
- Lindsay Alexander Shaw, Burkhard Claus W¨unsche, Christof Lutteroth, Stefan Marks and Rodolphe Callies. 2015. Challenges in virtual reality exergame design. In proceedings of the 16th Australian user Interface Conference (AUIC 2015), Sydney, Australia, 61-68.Google Scholar
- Wenge Xu, Hai-Ning Liang, Qiuyu He, Xiang Li, Kangyou Yu and Yuzheng Chen. 2020. Results and guidelines from a repeated-measures design experiment comparing standing and seated full-body gesture-based immersive virtual reality games: Within-subjects evaluation. JMIR Serious Games 8, 3:e17972 (2020) doi: 10.2196/17972Google Scholar
- Kiran Ijaz, Naseem Ahmadpour, Yifan Wang and Rafael A. Calvo. 2020. Player experience of needs satisfaction (PENS) in an immersive virtual reality exercise platform describes motivation and enjoyment. International Journal of Human-Computer Interaction 36, 13, 1195-1204. https://doi.org/10.1080/10447318.2020.1726107Google ScholarCross Ref
- Samantha Finkelstein, Andrea Nickel, Zachary Lipps, Tiffany Barnes and Zachary Wartell. 2011. Astrojumper: Motivating exercise with an immersive virtual reality exergame. Presence 20, 1, (2011) 78-92.Google ScholarDigital Library
- Kuo-Ting Huang. 2020. Exergaming executive functions: An immersive virtual reality-based cognitive training for adults aged 50 and older. Cyberpsychology, Behavior, and Social Networking 24, 3, DOI: 10.1089/cyber.2019.0269Google Scholar
- Soojeong Yoo and Judy Kay. 2016.VRun: Running-in-place virtual reality exergame. In Proceedings of Proceedings of the 28th Australian Conference on Computer-Human Interaction, 562-566. https://doi.org/10.1145/3010915.3010987Google ScholarDigital Library
- Lizhou Cao, Chao Peng and Yangzi Dong. 2020. Ellic's exercise class: promoting physical activities during exergaming with immersive virtual reality. Virtual Reality, https://doi.org/10.1007/s10055-020-00477-zGoogle Scholar
- Heather L. O'Brien and Elaine G. Tomas. 2009. The development and evaluation of a survey to measure user engagement. Journal of American Society for Information Science and Technology 61, 1, 50-69, https://doi.org/10.1002/asi.21229Google ScholarCross Ref
- Heather L. O'Brien, Paul Cairns and Mark Hall. 2018. A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human-Computer Studies 112 (2018), 28-39. https://doi.org/10.1016/j.ijhcs.2018.01.004Google ScholarCross Ref
- Edward L. Deci and Richard m. Ryan. 2010. Intrinsic motivation inventory (IMI): Scale description. Retrieved January 20, 2012, from http://www.selfdeterminationtheory.org/questionnaires/10-questionnaires/50.Google Scholar
- Shen X. and Shirmohammadi S. 2008. Virtual and Augmented Reality. In: Furht B. (eds) Encyclopedia of Multimedia. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-78414-4_253Google Scholar
- Roberta Bevilacqua 2019. Non-immersive virtual reality for rehabilitation of the older people: A systematic review into efficacy and effectiveness, Journal of Clinical Medicine 8, 1882 (2019), https://doi.org/10.3390/jcm8111882Google ScholarCross Ref
- Heather L. O'Brien and Elaine G. Toms. 2008. What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American Society for Information Science and Technolog 59, 6:938-955,DOI: 10.1002/asi.20801Google ScholarCross Ref
- Jennifer L. Smith, Patrick R. Harrison, and Fred B. Bryant. 2014. Enjoyment. In: Michalos A.C. (eds) Encyclopedia of Quality of Life and Well-Being Research. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-0753-5_881Google Scholar
- Eva Dulau, Chrisna R Botha-Ravyse, and Mika Luimula. 2019. Virtual reality for physical rehabilitation: A pilot study how will virtual reality change physical therapy?. 10th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), 2019, 277-282, doi: 10.1109/CogInfoCom47531.2019.9089980.Google ScholarCross Ref
- Chrisna Botha-Ravyse, Tord Hettervik Fr⊘land, Mika Luimula, Panagiotis Markopoulos, and Fahmi Bellalouna, 2020. Towards a methodology for online VR application testing. 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom).Google ScholarCross Ref
- Towards Understanding Users’ Engagement and Enjoyment in Immersive Virtual Reality-Based Exercises
Recommendations
Investigating Players' Engagement, Immersion, and Experiences in Playing Pokémon Go
C&C '17: Proceedings of the 2017 ACM SIGCHI Conference on Creativity and CognitionIn recent years, Augmented Reality (AR) based mobile games have become popular among players. The Pokémon Go is one of the well-known examples. Although Pokémon Go game has become a global phenomenon, there is a limited study about players' experiences ...
Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of Pokémon Go
CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in PlayIn recent years, location-based Augmented Reality (AR) mobile games have been widely played by many players, and the Pokémon Go game is a success story, which has become a global phenomenon. As this game has attracted millions of players in the world, it ...
Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual reality
AbstractThis work presents the design and evaluation of a set of three mini exercise games (exergames), called “Ellic’s Exercise Class,” which allows people to play in virtual reality (VR) using a head-mounted display (HMD) with the intention to promote ...
Comments