TY - GEN
T1 - Efect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames
AU - Xu, Wenge
AU - Liang, Hai Ning
AU - Yu, Kangyou
AU - Baghaei, Nilufar
N1 - Publisher Copyright:
© 2021 ACM.
PY - 2021/5/6
Y1 - 2021/5/6
N2 - 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.
AB - 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.
KW - Exergame
KW - Middle-aged adults
KW - Uncertainty
KW - Virtual reality
KW - Young adults
UR - http://www.scopus.com/inward/record.url?scp=85106448435&partnerID=8YFLogxK
U2 - 10.1145/3411764.3445801
DO - 10.1145/3411764.3445801
M3 - Conference Proceeding
AN - SCOPUS:85106448435
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
T2 - 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI 2021
Y2 - 8 May 2021 through 13 May 2021
ER -