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虚拟现实运动游戏玩家的需求:基于网络评论的主题分析

What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews.

作者信息

Faric Nuša, Potts Henry W W, Hon Adrian, Smith Lee, Newby Katie, Steptoe Andrew, Fisher Abi

机构信息

Behavioural Science and Health, University College London, London, United Kingdom.

University College London, London, United Kingdom.

出版信息

J Med Internet Res. 2019 Sep 16;21(9):e13833. doi: 10.2196/13833.

DOI:10.2196/13833
PMID:31538951
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6754685/
Abstract

BACKGROUND

Physical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA.

OBJECTIVE

This study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design.

METHODS

We conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis.

RESULTS

The reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness.

CONCLUSIONS

Exergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement.

摘要

背景

身体活动(PA)与多种身体和心理社会健康益处相关,但全球范围内中等到剧烈强度的身体活动水平仍然较低。涉及运动的虚拟现实(VR)游戏系统(VR健身游戏)可用于让人们进行更多的身体活动。

目的

本研究旨在综合对流行VR健身游戏的公众评价,以确定玩家喜欢或不喜欢的共同特征,为未来VR健身游戏的设计提供参考。

方法

我们对在三大VR市场(Steam(维尔福软件公司)、Viveport(维尔福软件公司)和Oculus(Oculus VR))销售的29款最受欢迎的健身游戏的498条评价进行了主题分析。我们根据评价在市场上呈现的情况将其分为正面和负面,并使用归纳主题分析确定最常见的主题。

结果

评价往往好坏参半,报告了各种各样的期望、偏好和游戏体验。玩家更喜欢高度逼真的游戏(例如,紧密模拟现实世界运动的游戏)、直观的游戏(在身体动作和控制方面)以及能让技能逐步提升的游戏。玩家表示在玩游戏时感觉自己达到了较高的运动强度,并且沉浸感使他们忽略了运动的强度。一些受欢迎的功能包括游戏的音乐和社交方面,以及可邀请朋友或获得有经验玩家帮助的多人游戏选项。负面评价中有3个主要主题。第一个是导致游戏令人沮丧的漏洞。第二,图形质量对感知到的乐趣有特别强烈的影响。最后,当游戏的控制和显示功能过于复杂而引发晕动病时,评论者不喜欢。

结论

健身游戏被证明是一种能刺激玩家进行身体活动并使他们摆脱对运动的负面认知的途径。应解决VR健身游戏常见的负面问题,以提高其接受度并保持玩家的参与度。

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