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

Wenge Xu, Hai Ning Liang, Kangyou Yu, Nilufar Baghaei

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

39 Citations (Scopus)

Abstract

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 efect 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 frst-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. Wealso framed two design guidelines for exergames that have similarfeatures to the game used in this research.

Original languageEnglish
Title of host publicationCHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Subtitle of host publicationMaking Waves, Combining Strengths
PublisherAssociation for Computing Machinery
ISBN (Electronic)9781450380966
DOIs
Publication statusPublished - 6 May 2021
Event2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI 2021 - Virtual, Online, Japan
Duration: 8 May 202113 May 2021

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI 2021
Country/TerritoryJapan
CityVirtual, Online
Period8/05/2113/05/21

Keywords

  • Exergame
  • Middle-aged adults
  • Uncertainty
  • Virtual reality
  • Young adults

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