HCJan 15, 2021

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

arXiv:2101.06120v151 citations
Originality Synthesis-oriented
AI Analysis

This research addresses the design of engaging exergames for health promotion in young and middle-aged adults, but it is incremental as it applies known uncertainty elements to a specific domain.

The study investigated how gameplay uncertainty, display type, and age affect virtual reality exergames, finding that uncertain elements increased exertion levels, VR improved performance without increasing motion sickness compared to a large display, and middle-aged adults require design considerations similar to elderly adults.

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.

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