Publikation

Impact of Virtual Environments on Motivation and Engagement During Exergames

Steven Schmidt, Patrick Ehrenbrink, Benjamin Weiss, Jan-Niklas Voigt-Antons, Tanja Kojic, Andrew Johnston, Sebastian Möller

In: 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX). International Conference on Quality of Multimedia Experience (QoMEX-2018) May 29-June 1 Cagliari Italy Seiten 120-125 ISBN 978-1-5386-2605-4 IEEE 2018.

Abstrakt

Video games and sport are an essential part in the life of millions of people. With recent advances of immersive virtual reality devices such as the HTC Vive, Oculus Rift, or PlayStation VR, the use of virtual environments (VE) for exergames is becoming more and more popular. An exergame combines a physical activity with video game elements by tracking body movements or reactions of user, attempting to engage users in a more enjoyable system. In this paper, we present the results of a subjective experiment carried out with the aim to compare different kinds of virtual environments with each other. A rowing ergometer, connected either to a virtual reality system using a head-mounted display (HMD) or to a CAVE environment, was used as an exergame device. While for rowing experts, fitness and performance improvements are of major interest, we wanted to focus on the motivation and engagement of non-professionals. By means of a series of questionnaires and a follow-up interview, the Quality of Experience of participants using the system was assessed. Measurements include concepts such as flow, presence, video quality and well-being. Results show significant advantages of the HMD as well as of the CAVE compared to a system without a VE for the overall quality, system feedback, and flow. While the CAVE and HMD system mainly differed in their autotelic experience, the HMD was favored by the majority of participants due to a superior feeling of presence.

Deutsches Forschungszentrum für Künstliche Intelligenz
German Research Center for Artificial Intelligence