Enjoyment, Immersion, and Attentional Focus in a Virtual Reality Exergame with Differing Visual Environments

Virtual reality exergames provide a compelling distraction from the possible discomfort and negative perception of exercise by immersing users in three dimensional virtual worlds. Prior studies have looked at the effects of immersion in exergames, from the technologies used, to gameplay elements, to sensory stimulation. This study examines the level of immersion and distraction caused by various visual environments, including urban, rural, and desert landscapes, and the effects on users’ performance, enjoyment, and motivation. The environments were found to have little effect on the user. It appears that the core gameplay elements have a far greater effect, being essential for the immersion a user experiences. CCS Concepts •Computing methodologies → Virtual reality; •Human-centered computing → Virtual reality; •Applied computing → Computer games; Health informatics;

[1]  Nicola Gallacher,et al.  Game audio — an investigation into the effect of audio on player immersion , 2013, The Computer Games Journal.

[2]  F. Racioppi,et al.  Physical Activity and Health in Europe: Evidence for Action , 2006 .

[3]  S. Montgomery,et al.  Exercise Video Games and Exercise Self-Efficacy in Children , 2016, Global pediatric health.

[4]  Gershon Tenenbaum,et al.  Attention focus during physical effort: The mediating role of task intensity , 2007 .

[5]  B. Franklin,et al.  American College of Sports Medicine position stand. Quantity and quality of exercise for developing and maintaining cardiorespiratory, musculoskeletal, and neuromotor fitness in apparently healthy adults: guidance for prescribing exercise. , 2011, Medicine and science in sports and exercise.

[6]  Paul A. Cairns,et al.  First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion? , 2015, CHI.

[7]  Kennon M. Sheldon,et al.  Intrinsic motivation and exercise adherence. , 1997 .

[8]  Zachary Wartell,et al.  Astrojumper: Motivating Exercise with an Immersive Virtual Reality Exergame , 2011, PRESENCE: Teleoperators and Virtual Environments.

[9]  Daniel Mestre,et al.  Does Virtual Reality Enhance Exercise Performance, Enjoyment, and Dissociation? An Exploratory Study on a Stationary Bike Apparatus , 2011, PRESENCE: Teleoperators and Virtual Environments.

[10]  Wei Peng,et al.  Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games , 2011, Cyberpsychology Behav. Soc. Netw..

[11]  A. Whitehead,et al.  Exergame effectiveness: what the numbers can tell us , 2010, Sandbox '10.

[12]  Costas I. Karageorghis,et al.  Music in the exercise domain: a review and synthesis (Part II) , 2011, International review of sport and exercise psychology.

[13]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[14]  Juhani Heinilä,et al.  Fitness computer game with a bodily user interface , 2003, ICEC.

[15]  John Bartholomew,et al.  College Students' Motivation for Physical Activity: Differentiating Men's and Women's Motives for Sport Participation and Exercise , 2005, Journal of American college health : J of ACH.

[16]  Abdulmotaleb El-Saddik,et al.  Evaluating Player Experience in Cycling Exergames , 2013, 2013 IEEE International Symposium on Multimedia.

[17]  Laurie N. Taylor VIDEO GAMES: PERSPECTIVE, POINT-OF-VIEW, AND IMMERSION , 2002 .

[18]  David Lester Neumann,et al.  The Effect of Different Attentional Strategies on Physiological and Psychological States During Running , 2013 .

[19]  Christof Lutteroth,et al.  Challenges in Virtual Reality Exergame Design , 2015, AUIC.

[20]  Kristine Jørgensen,et al.  Left in the dark: playing computer games with the sound turned off , 2008 .

[21]  Christof Lutteroth,et al.  Development and evaluation of an exercycle game using immersive technologies , 2015 .

[22]  Yue Gao,et al.  Decreasing sedentary behaviours in pre-adolescents using casual exergames at school , 2014, CHI PLAY.

[23]  C. Karageorghis Applying Music in Exercise and Sport , 2016 .

[24]  Wildor Hollmann,et al.  Effects of Physical Exercise on Individual Resting State EEG Alpha Peak Frequency , 2015, Neural plasticity.

[25]  Sophie Côté,et al.  Virtual Reality Induces Dissociation and Lowers Sense of Presence in Objective Reality , 2010, Cyberpsychology Behav. Soc. Netw..

[26]  P. Ekkekakis,et al.  Do ‘Mind over Muscle’ Strategies Work? , 2009, Sports medicine.

[27]  Zan Gao,et al.  A meta‐analysis of active video games on health outcomes among children and adolescents , 2015, Obesity reviews : an official journal of the International Association for the Study of Obesity.

[28]  J. Annesi,et al.  Effects of music, television, and a combination entertainment system on distraction, exercise adherence, and physical output in adults. , 2001 .

[29]  Henrik M. Peperkorn,et al.  The impact of perception and presence on emotional reactions: a review of research in virtual reality , 2015, Front. Psychol..

[30]  Denise Baden,et al.  Am I Nearly There? The Effect of Anticipated Running Distance on Perceived Exertion and Attentional Focus , 2004 .