TY - GEN
T1 - Competitive vs affiliative design of immersive VR exergames
AU - Ijaz, Kiran
AU - Wang, Yifan
AU - Milne, David
AU - Calvo, Rafael A.
PY - 2016/1/1
Y1 - 2016/1/1
N2 - Virtual reality (VR) can provide compelling experiences which might enhance users’ engagement with physical activity. Despite the known health benefits of exergaming, there is a limited understanding of how various game designs impact user experience. This work proposes VR Rides, a virtual reality exergaming platform that combines a recumbent tricycle, real-world panoramic images, an Oculus Rift headset and a Microsoft Kinect camera, where the player can navigate real locations in a safe virtual environment. We further compare two game designs: a competitive guessing game and affiliative tour. This pilot study with both young and older adults indicates that task enjoyment (r = 0.721, p = 0.000), motivation (r = 0.565, p = 0.009) and connectedness (r = 0.697, p = 0.001) is higher in the competitive variant. Participants in both variants were highly engaged, likely due to the use of immersive VR. Descriptive analysis suggests that participants showed similar connectedness in affiliative tour (63%) and competitive design (62%).
AB - Virtual reality (VR) can provide compelling experiences which might enhance users’ engagement with physical activity. Despite the known health benefits of exergaming, there is a limited understanding of how various game designs impact user experience. This work proposes VR Rides, a virtual reality exergaming platform that combines a recumbent tricycle, real-world panoramic images, an Oculus Rift headset and a Microsoft Kinect camera, where the player can navigate real locations in a safe virtual environment. We further compare two game designs: a competitive guessing game and affiliative tour. This pilot study with both young and older adults indicates that task enjoyment (r = 0.721, p = 0.000), motivation (r = 0.565, p = 0.009) and connectedness (r = 0.697, p = 0.001) is higher in the competitive variant. Participants in both variants were highly engaged, likely due to the use of immersive VR. Descriptive analysis suggests that participants showed similar connectedness in affiliative tour (63%) and competitive design (62%).
KW - Exergames
KW - Game design
KW - Immersive VR games
KW - Virtual reality
UR - https://www.scopus.com/pages/publications/84988661374
U2 - 10.1007/978-3-319-45841-0_13
DO - 10.1007/978-3-319-45841-0_13
M3 - Conference proceeding contribution
AN - SCOPUS:84988661374
SN - 9783319458403
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 140
EP - 150
BT - Serious Games
A2 - Marsh, Tim
A2 - Ma, Minhua
A2 - Oliveira, Manuel Fradinho
A2 - Hauge, Jannicke Baalsrud
A2 - Göbel, Stefan
PB - Springer-VDI-Verlag GmbH & Co. KG
T2 - 2nd International Joint Conference on Serious Games, JCSG 2016
Y2 - 26 September 2016 through 27 September 2016
ER -