Literature DB >> 32074463

Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames.

Wenge Xu1, Hai-Ning Liang1, Zeying Zhang1, Nilufar Baghaei2,3.   

Abstract

Background: Physical inactivity has been identified as the fourth leading cause of death globally. It is now well established that a sedentary lifestyle is a unique risk factor for several diseases such as type 2 diabetes and cardiovascular disease, which account for about 30% of global mortality. Diabetes is a major preventable cause of costly and debilitating renal failure, heart disease, lower limb amputation, and avoidable blindness. In recent years, the idea of using interactive computing systems that leverage gamification to promote physical activity has been widely researched. Prior studies have shown that exergames, that is those that encourage physical activity, can increase enjoyment and intrinsic motivation compared with conventional exercises; as such, they can be effective in promoting physical and mental health. There has been some research on immersive virtual reality (VR) exergames; however, to the best of our knowledge, it is limited and preliminary. This work aims at filling the gap and investigates the effect of display type (DT) and viewing perspective (VP) on players' exertion, engagement, and overall game experience in immersive VR exergames. Objective: This article aims at examining whether DT and VP can affect gameplay performance, players' exertion, game experience, cybersickness, and electroencephalography (EEG) engagement index when playing a gesture-based (i.e., body motion) exergame. Materials and
Methods: Study 1 employed a one-way between-subjects design with 24 participants equally distributed in two groups (immersive VR and 50-inch TV) to perform 12 pre-defined gestures. The main outcome measures were National Aeronautics and Space Administration-Task Load Index (NASA-TLX) workload for each group as well as 7 Likert scale and EEG engagement index for each gesture. Study 2 included 16 participants in playing a game with the gestures selected from study 1. All participants played 4 versions based on combinations of DT (immersive VR and 50-inch TV) and VP (first-person and third-person) to assess exertion (%HRmax, calories consumption, and Borg RPE 6-20), game experience, cybersickness, and EEG engagement index.
Results: Study 1 results showed that DT had no effect on the ratings of the gestures, NASA-TLX workload, and EEG engagement index. Study 2 results showed that immersive VR not only resulted in a significantly higher exertion (%HRmax, calories consumption, and Borg RPE) but also helped achieve better positive game experience in challenge, flow, sensory and imaginative immersion, as well as lower negative affect. We also found that nausea and oculomotor were significantly higher in immersive VR.
Conclusion: This pilot study demonstrates that youth who played gesture-based exergame in immersive VR had a higher level of exertion (%HRmax, calories consumption, and Borg RPE), although the number of performed gestures were not significantly different. They also felt that immersive VR was much more challenging, immersive (flow, sensory and imaginative immersion), and had a lower negative affect than a 50-inch TV; however, immersive VR was more likely to make youth have higher cybersickness.

Entities:  

Keywords:  Exergame; Head-mounted display; Large display; Motion-based gaming; Viewing perspective; Virtual reality

Year:  2020        PMID: 32074463     DOI: 10.1089/g4h.2019.0102

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  6 in total

1.  BioMove: Biometric User Identification from Human Kinesiological Movements for Virtual Reality Systems.

Authors:  Ilesanmi Olade; Charles Fleming; Hai-Ning Liang
Journal:  Sensors (Basel)       Date:  2020-05-22       Impact factor: 3.576

2.  Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation.

Authors:  Wenge Xu; Hai-Ning Liang; Qiuyu He; Xiang Li; Kangyou Yu; Yuzheng Chen
Journal:  JMIR Serious Games       Date:  2020-07-27       Impact factor: 4.143

Review 3.  Immersive virtual reality health games: a narrative review of game design.

Authors:  Gordon Tao; Bernie Garrett; Tarnia Taverner; Elliott Cordingley; Crystal Sun
Journal:  J Neuroeng Rehabil       Date:  2021-02-11       Impact factor: 4.262

4.  Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study.

Authors:  Wenge Xu; Hai-Ning Liang; Nilufar Baghaei; Xiaoyue Ma; Kangyou Yu; Xuanru Meng; Shaoyue Wen
Journal:  JMIR Serious Games       Date:  2021-11-22       Impact factor: 4.143

5.  Using a 360° Virtual Reality or 2D Video to Learn History Taking and Physical Examination Skills for Undergraduate Medical Students: Pilot Randomized Controlled Trial.

Authors:  Yi-Ping Chao; Hai-Hua Chuang; Li-Jen Hsin; Chung-Jan Kang; Tuan-Jen Fang; Hsueh-Yu Li; Chung-Guei Huang; Terry B J Kuo; Cheryl C H Yang; Hsin-Yih Shyu; Shu-Ling Wang; Liang-Yu Shyu; Li-Ang Lee
Journal:  JMIR Serious Games       Date:  2021-11-22       Impact factor: 4.143

Review 6.  The Challenges and Perspectives of the Integration Between Virtual and Augmented Reality and Manual Therapies.

Authors:  Francesco Cerritelli; Marco Chiera; Marco Abbro; Valentino Megale; Jorge Esteves; Alberto Gallace; Andrea Manzotti
Journal:  Front Neurol       Date:  2021-06-30       Impact factor: 4.003

  6 in total

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