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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jan 25, 2020
Date Accepted: Jun 3, 2020

The final, peer-reviewed published version of this preprint can be found here:

Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation

Xu W, Liang HN, He Q, Li X, Yu K, Chen Y

Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation

JMIR Serious Games 2020;8(3):e17972

DOI: 10.2196/17972

PMID: 32716004

PMCID: 7418021

Standing Versus Seated: Results and Guidelines from a Repeated-measures Design Experiment of a Full-body Gesture-based Immersive Virtual Reality Exergame

  • Wenge Xu; 
  • Hai-Ning Liang; 
  • Qiuyu He; 
  • Xiang Li; 
  • Kangyou Yu; 
  • Yuzheng Chen

ABSTRACT

Background:

Although full-body seated exercises have been studied in a wide range of settings (i.e., homes, hospitals, and daycare centers), they have rarely converted to seated exergames (SeE). In addition, there is an increasing number of studies on immersive virtual reality (iVR) full-body gesture-based standing exergames (StE), but the suitability and usefulness of SeE remains largely unexplored.

Objective:

This study aimed to evaluate the difference between playing a full-body gesture-based StE and SeE in iVR regarding gameplay performance, intrinsic motivation, and motion sickness.

Methods:

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/gesture completion time and the number of missed gestures. Exertion was measured by AvgHR%, increased HR%, calories burned, and the Borg 6-20 questionnaire. Intrinsic motivation was assessed with the Intrinsic Motivation Inventory (IMI) and motion sickness was assessed via the Motion Sickness Assessment Questionnaire (MSAQ). In addition, we measured the fear of falling using a 10-Likert scale questionnaire.

Results:

Players missed more gestures in SeE than StE, but the overall miss rate is low (1.9%; 2.3/120). The analysis yielded significantly higher AvgHR%, increased HR%, calories burned, and Borg 6-20 RPE for SeE. SeE was rated significantly higher on peripheral sickness and sopite-related sickness (MSAQ) than StE. The subscale “value/usefulness” from IMI was reported to be higher for SeE than StE. There was no significant difference between SeE and StE on intrinsic motivation and the fear of falling.

Conclusions:

Seated iVR full-body gesture-based exergames can be a valuable complement to StE. They have the potential to result in a higher exertion, bring a higher value to players than StE, and more applicable in small spaces. However, gestures for the SeE need to be designed carefully to minimize motion sickness.


 Citation

Please cite as:

Xu W, Liang HN, He Q, Li X, Yu K, Chen Y

Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation

JMIR Serious Games 2020;8(3):e17972

DOI: 10.2196/17972

PMID: 32716004

PMCID: 7418021

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