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Exergaming in VR: The Impact of Immersive Embodiment on Motivation, Performance, and Perceived Exertion

机译:vr中的外艾格兰:沉浸式实施例对动机,性能和感知劳动的影响

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Digital games which are controlled by physical movements - so-called exergames - have beneficial effects on the player's motivation to exercise. Since VR exergames can facilitate the potential impact on the player's motivation, we investigate the role of immersion and related constructs for a room-scale VR exergame. Thus, we developed four different versions of a digital exergame by manipulating the immersion (room-scale VR vs. common screen), perspective (first vs. third person) and tracking fidelity (HTC Vive Tracker vs. Microsoft Kinect). Our results of a study with 47 participants suggest that immersion and perspective in particular can significantly increase the player's presence, embodiment, motivation, and performance independent of the perceived exertion which was not affected by any condition. Our research gives novel insights which advantages modern room-scale VR systems can offer and how immersion influences the relationship between motivation, performance, and perceived exertion.
机译:由物理运动控制的数字游戏 - 所谓的Exergames - 对玩家对运动的动力有益的影响。由于VR Exergams可以促进对球员的动机的潜在影响,我们调查浸入和相关构建的作用,为房间规模VR Exergame。因此,我们通过操纵浸入(房间规模VR与公共屏幕),透视(First V 6.人)和跟踪保真度(HTC Vive Tracker与Microsoft Kinect)开发了四种不同版本的数字Exergame。我们与47名参与者的一项研究结果表明,特别是浸入和观点特别可以显着增加玩家的存在,实施例,动机和性能,而不仅仅是受任何情况影响的感知劳动。我们的研究提供了新颖的洞察力,优势现代的房间规模VR系统可以提供以及沉浸方式如何影响动机,性能和感知劳累之间的关系。

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