TY - GEN
T1 - Assessing the Effects of a Full-body Motion-based Exergame in Virtual Reality
AU - Xu, Wenge
AU - Monteiro, Diego
AU - Liang, Hai Ning
AU - Hasan, Khalad
AU - Yu, Yifan
AU - Fleming, Charles
N1 - Publisher Copyright:
© 2019 Association for Computing Machinery.
PY - 2019/6/27
Y1 - 2019/6/27
N2 - There is a growing number of commercial exergames tailored for virtual reality (VR) head-mounted displays (HMDs). However, empirical evaluations of the feasibility and effects of such games, especially those requiring full body motions, are still limited. This research investigates the effects of playing a full-body motion VR exergame. We have conducted a study with a game that has two modes, single- and multi-tasking, and with two types of displays, a VR HMD and a 50-inch Large Display, to collect data about users’ game experience, simulator sickness, and brainwave responses. Our results indicate that (1) Participants have the same level of game experience and simulator sickness when playing the exergame in VR and Large Display; (2) VR has increased participants’ Theta wave; (3) Participants believe multi-tasking is more challenging and show a higher level of simulator sickness than single-tasking; and (4) Participants have a worse game performance in multi-tasking than single-tasking.
AB - There is a growing number of commercial exergames tailored for virtual reality (VR) head-mounted displays (HMDs). However, empirical evaluations of the feasibility and effects of such games, especially those requiring full body motions, are still limited. This research investigates the effects of playing a full-body motion VR exergame. We have conducted a study with a game that has two modes, single- and multi-tasking, and with two types of displays, a VR HMD and a 50-inch Large Display, to collect data about users’ game experience, simulator sickness, and brainwave responses. Our results indicate that (1) Participants have the same level of game experience and simulator sickness when playing the exergame in VR and Large Display; (2) VR has increased participants’ Theta wave; (3) Participants believe multi-tasking is more challenging and show a higher level of simulator sickness than single-tasking; and (4) Participants have a worse game performance in multi-tasking than single-tasking.
KW - EEG
KW - Exergame
KW - Game Experience
KW - Head-Mounted Display
KW - Large Display
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85069631403&partnerID=8YFLogxK
U2 - 10.1145/3332169.3333574
DO - 10.1145/3332169.3333574
M3 - Conference Proceeding
AN - SCOPUS:85069631403
T3 - ACM International Conference Proceeding Series
SP - 1
EP - 6
BT - Proceedings of Chinese CHI 2019 - 7th International Symposium of Chinese CHI, Chinese CHI 2019
PB - Association for Computing Machinery
T2 - 7th International Symposium of Chinese CHI, Chinese CHI 2019
Y2 - 27 June 2019 through 30 June 2019
ER -