Xu Wenge, Liang Hai-Ning, He Qiuyu, Li Xiang, Yu Kangyou, Chen Yuzheng
Xi'an Jiaotong-Liverpool University, Suzhou, China.
JMIR Serious Games. 2020 Jul 27;8(3):e17972. doi: 10.2196/17972.
Although full-body seated exercises have been studied in a wide range of settings (ie, homes, hospitals, and daycare centers), they have rarely been converted to seated exergames. In addition, there is an increasing number of studies on immersive virtual reality (iVR) full-body gesture-based standing exergames, but the suitability and usefulness of seated exergames remain largely unexplored.
This study aimed to evaluate the difference between playing a full-body gesture-based iVR standing exergame and seated exergame in terms of gameplay performance, intrinsic motivation, and motion sickness.
A total of 52 participants completed the experiment. The order of the game mode (standing and sitting) was counterbalanced. Gameplay performance was evaluated by action or gesture completion time and the number of missed gestures. Exertion was measured by the average heart rate (HR) percentage (AvgHR%), increased HR%, calories burned, and the Borg 6-20 questionnaire. Intrinsic motivation was assessed with the Intrinsic Motivation Inventory (IMI), whereas motion sickness was assessed via the Motion Sickness Assessment Questionnaire (MSAQ). In addition, we measured the fear of falling using a 10-point Likert scale questionnaire.
Players missed more gestures in the seated exergame than in the standing exergame, but the overall miss rate was low (2.3/120, 1.9%). The analysis yielded significantly higher AvgHR%, increased HR%, calories burned, and Borg 6-20 rating of perceived exertion values for the seated exergame (all P<.001). The seated exergame was rated significantly higher on peripheral sickness (P=.02) and sopite-related sickness (MSAQ) (P=.004) than the standing exergame. The score of the subscale "value/usefulness" from IMI was reported to be higher for the seated exergame than the standing exergame. There was no significant difference between the seated exergame and standing exergame in terms of intrinsic motivation (interest/enjoyment, P=.96; perceived competence, P=.26; pressure/tension, P=.42) and the fear of falling (P=.25).
Seated iVR full-body gesture-based exergames can be valuable complements to standing exergames. Seated exergames have the potential to lead to higher exertion, provide higher value to players, and be more applicable in small spaces compared with standing exergames. However, gestures for seated exergames need to be designed carefully to minimize motion sickness, and more time should be given to users to perform gestures in seated exergames compared with standing exergames.
尽管全身坐姿锻炼已在多种环境(如家庭、医院和日托中心)中得到研究,但很少被转化为坐姿运动游戏。此外,关于沉浸式虚拟现实(iVR)全身基于手势的站立式运动游戏的研究越来越多,但坐姿运动游戏的适用性和实用性在很大程度上仍未得到探索。
本研究旨在评估在游戏表现、内在动机和晕动病方面,玩全身基于手势的iVR站立式运动游戏和坐姿运动游戏之间的差异。
共有52名参与者完成了实验。游戏模式(站立和坐姿)的顺序进行了平衡。通过动作或手势完成时间以及遗漏手势的数量来评估游戏表现。通过平均心率(HR)百分比(AvgHR%)、心率增加百分比、燃烧的卡路里以及Borg 6 - 20问卷来测量运动强度。使用内在动机量表(IMI)评估内在动机,而通过晕动病评估问卷(MSAQ)评估晕动病。此外,我们使用10分制李克特量表问卷测量对跌倒的恐惧。
玩家在坐姿运动游戏中遗漏的手势比在站立式运动游戏中更多,但总体遗漏率较低(2.3/120,1.9%)。分析得出,坐姿运动游戏的AvgHR%、心率增加百分比、燃烧的卡路里以及Borg 6 - 20主观用力程度值显著更高(所有P<.001)。与站立式运动游戏相比,坐姿运动游戏在外周性晕动病(P =.02)和嗜睡相关晕动病(MSAQ)(P =.004)方面的评分显著更高。据报告,IMI中“价值/有用性”子量表的得分在坐姿运动游戏中高于站立式运动游戏。在内在动机(兴趣/享受,P =.96;感知能力,P =.26;压力/紧张,P =.42)和对跌倒的恐惧(P =.25)方面,坐姿运动游戏和站立式运动游戏之间没有显著差异。
基于iVR全身手势的坐姿运动游戏可以成为站立式运动游戏的有价值补充。与站立式运动游戏相比,坐姿运动游戏有可能导致更高的运动强度,为玩家提供更高的价值,并且在小空间中更适用。然而,坐姿运动游戏的手势需要精心设计以尽量减少晕动病,并且与站立式运动游戏相比,应给用户更多时间来在坐姿运动游戏中执行手势。