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Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames

Published: 07 May 2021 Publication History

Abstract

Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and certain), with two display types (virtual reality and large display) and across young and middle-aged adults to measure their effect on game performance, experience, and exertion. Results show that (1) our designed uncertain elements are instrumental in increasing exertion levels; (2) when playing a motion-based first-person perspective exergame, virtual reality can improve performance, while maintaining the same motion sickness level as a large display; and (3) exergames for middle-aged adults should be designed with age-related declines in mind, similar to designing for elderly adults. We also framed two design guidelines for exergames that have similar features to the game used in this research.

Supplementary Material

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MP4 File (3411764.3445801_videofigure.mp4)
Supplemental video
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Preview video

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      cover image ACM Conferences
      CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
      May 2021
      10862 pages
      ISBN:9781450380966
      DOI:10.1145/3411764
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 07 May 2021

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      Author Tags

      1. exergame
      2. middle-aged adults
      3. uncertainty
      4. virtual reality
      5. young adults

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      • Xi'an Jiaotong-Liverpool University Key Special Fund

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      Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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      • (2024)Relationship between demographic and social variables and performance in virtual reality among healthcare personnel: an observational studyBMC Medical Education10.1186/s12909-024-05180-024:1Online publication date: 4-Mar-2024
      • (2024)CoplayingVR: Understanding User Experience in Shared Control in Virtual RealityProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36785088:3(1-25)Online publication date: 9-Sep-2024
      • (2024)Flipping into the Future: Exploring Player Experience and Task Demand in Physical, VR, and PC PinballProceedings of the ACM on Human-Computer Interaction10.1145/36770718:CHI PLAY(1-20)Online publication date: 15-Oct-2024
      • (2024)Impact of Tutorial Modes with Different Time Flow Rates in Virtual Reality GamesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/36512967:1(1-19)Online publication date: 13-May-2024
      • (2024)Born to Run, Programmed to Play: Mapping the Extended Reality Exergames LandscapeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642124(1-28)Online publication date: 11-May-2024
      • (2024)Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR ExergamesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337211430:5(2580-2590)Online publication date: 4-Mar-2024
      • (2024)Meaningful learning: motivations of older adults in serious gamesUniversal Access in the Information Society10.1007/s10209-023-00987-y23:4(1689-1704)Online publication date: 1-Nov-2024
      • (2024)Cross-cultural factors influencing the adoption of virtual reality for practical learningUniversal Access in the Information Society10.1007/s10209-022-00947-y23:3(1203-1216)Online publication date: 1-Aug-2024
      • (2024)Examining the feasibility of immersive virtual reality to measure upper limb motor performance in typically developing children and adolescentsVirtual Reality10.1007/s10055-024-00996-z28:2Online publication date: 23-Apr-2024
      • (2024)Considerations in the Design of Pervasive Game-Based Systems for the Older Adult PopulationInformation Systems and Technologies10.1007/978-3-031-45645-9_32(338-347)Online publication date: 14-Feb-2024
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