Assessing the Effects of a Full-body Motion-based Exergame in Virtual Reality

Wenge Xu, Diego Monteiro, Hai Ning Liang*, Khalad Hasan, Yifan Yu, Charles Fleming

*Corresponding author for this work

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

17 Citations (Scopus)


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.

Original languageEnglish
Title of host publicationProceedings of Chinese CHI 2019 - 7th International Symposium of Chinese CHI, Chinese CHI 2019
PublisherAssociation for Computing Machinery
Number of pages6
ISBN (Electronic)9781450372473
Publication statusPublished - 27 Jun 2019
Event7th International Symposium of Chinese CHI, Chinese CHI 2019 - Xiamen, China
Duration: 27 Jun 201930 Jun 2019

Publication series

NameACM International Conference Proceeding Series


Conference7th International Symposium of Chinese CHI, Chinese CHI 2019


  • EEG
  • Exergame
  • Game Experience
  • Head-Mounted Display
  • Large Display
  • Virtual Reality

Cite this