Title
Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames
Abstract
ABSTRACT Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and certain), with two display types (virtual reality and large display) and across young and middle-aged adults to measure their effect on game performance, experience, and exertion. Results show that (1) our designed uncertain elements are instrumental in increasing exertion levels; (2) when playing a motion-based first-person perspective exergame, virtual reality can improve performance, while maintaining the same motion sickness level as a large display; and (3) exergames for middle-aged adults should be designed with age-related declines in mind, similar to designing for elderly adults. We also framed two design guidelines for exergames that have similar features to the game used in this research.
Year
DOI
Venue
2021
10.1145/3411764.3445801
Conference on Human Factors in Computing Systems
DocType
ISSN
Citations 
Conference
CHI 2021
0
PageRank 
References 
Authors
0.34
0
4
Name
Order
Citations
PageRank
Wenge Xu1416.95
Hai-Ning Liang219837.97
Kangyou Yu321.03
Nilufar Baghaei422726.75