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Exergaming in VR: The Impact of Immersive Embodiment on Motivation, Performance, and Perceived Exertion

机译:虚拟现实中的锻炼:沉浸式体现对动机,表现和感知锻炼的影响

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Digital games which are controlled by physical movements - so-called exergames - have beneficial effects on the player's motivation to exercise. Since VR exergames can facilitate the potential impact on the player's motivation, we investigate the role of immersion and related constructs for a room-scale VR exergame. Thus, we developed four different versions of a digital exergame by manipulating the immersion (room-scale VR vs. common screen), perspective (first vs. third person) and tracking fidelity (HTC Vive Tracker vs. Microsoft Kinect). Our results of a study with 47 participants suggest that immersion and perspective in particular can significantly increase the player's presence, embodiment, motivation, and performance independent of the perceived exertion which was not affected by any condition. Our research gives novel insights which advantages modern room-scale VR systems can offer and how immersion influences the relationship between motivation, performance, and perceived exertion.
机译:由身体运动控制的数字游戏-所谓的exergames-对玩家的运动动机具有有益的影响。由于VR exergames可以促进对玩家动机的潜在影响,因此我们研究了沉浸式游戏和相关结构在房间规模VR exergame中的作用。因此,我们通过操纵沉浸感(房间级VR与普通屏幕),透视图(第一人称与第三人称视角)和追踪保真度(HTC Vive Tracker与Microsoft Kinect),开发了四种不同版本的数字游戏。我们对47名参与者的研究结果表明,沉浸感和视野尤其可以显着增加玩家的存在,表现,动力和表现,而不受感知的劳累影响,而不受其他条件的影响。我们的研究提供了新颖的见解,这些现代见识的虚拟现实系统可以提供哪些优势,以及沉浸感如何影响动力,性能和感知的劳累之间的关系。

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