TY - JOUR
T1 - Experience of Control in Loaded Lower Limb Exergaming Through Movement Augmentation in Virtual Reality
AU - Wang, Liu
AU - Huang, Mengjie
AU - Sun, Wenxin
AU - Zheng, Yufei
AU - Han, Ji
AU - Liang, Hai Ning
AU - Yang, Rui
N1 - Publisher Copyright:
© 2025 Taylor & Francis Group, LLC.
PY - 2025
Y1 - 2025
N2 - Virtual reality (VR) exergames have become a promising application for delivering health benefits. In exercises involving additional body loads, such as ankle weights, ensuring a positive user experience is essential for optimizing exercise outcomes. Movement augmentation is a useful technique for exercise-based VR applications to visually exaggerate users’ motions performed in the real world. However, the effect of movement augmentation on the user experience of control, weight perception, and performance has not been fully investigated. This study investigated user experience and performance under different levels of loaded movement augmentation in a lower limb VR exergame. Results from self-ratings and electroencephalography show that relatively low levels of movement augmentation help maintain the experience of control, while higher levels significantly reduce it. The findings highlight the importance of balancing movement augmentation and user control while designing VR exergames. This study provides novel insights and practical implications for developing future VR exergaming experiences.
AB - Virtual reality (VR) exergames have become a promising application for delivering health benefits. In exercises involving additional body loads, such as ankle weights, ensuring a positive user experience is essential for optimizing exercise outcomes. Movement augmentation is a useful technique for exercise-based VR applications to visually exaggerate users’ motions performed in the real world. However, the effect of movement augmentation on the user experience of control, weight perception, and performance has not been fully investigated. This study investigated user experience and performance under different levels of loaded movement augmentation in a lower limb VR exergame. Results from self-ratings and electroencephalography show that relatively low levels of movement augmentation help maintain the experience of control, while higher levels significantly reduce it. The findings highlight the importance of balancing movement augmentation and user control while designing VR exergames. This study provides novel insights and practical implications for developing future VR exergaming experiences.
KW - electroencephalography
KW - experience of control
KW - movement augmentation
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=105003884643&partnerID=8YFLogxK
U2 - 10.1080/10447318.2025.2490873
DO - 10.1080/10447318.2025.2490873
M3 - Article
AN - SCOPUS:105003884643
SN - 1044-7318
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
ER -