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Study on the motivational and physical effects of two VR exergames

Kivelä, Oona; Alavesa, Paula; Visuri, Aku; Ojala, Timo (2019-10-14)

 
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https://doi.org/10.1109/VS-Games.2019.8864544

Kivelä, Oona
Alavesa, Paula
Visuri, Aku
Ojala, Timo
Institute of Electrical and Electronics Engineers
14.10.2019

O. Kivelä, P. Alavesa, A. Visuri and T. Ojala, "Study on the Motivational and Physical Effects of Two VR Exergames," 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Vienna, Austria, 2019, pp. 1-2. doi: 10.1109/VS-Games.2019.8864544

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© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
https://rightsstatements.org/vocab/InC/1.0/
doi:https://doi.org/10.1109/VS-Games.2019.8864544
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Abstract

Head-mounted displays for accessing virtual reality have in the past years begun to achieve their commercial potential. Gameplay using the provided game controls and space, often results in increased mobility due to this the games may have unintentional health benefits. In this study we compare two distinct exergames. We conducted a study with 17 participants and collected mixed data in the form of heart rate, interviews and accelerometer data, to assess the exercise benefit of these games. Virtual reality games can be played for exercise purposes. Participants were more eager to recommend others to exercise with exergames than exercise themselves using them. With a more hectic game, it was shown that their heart rate increased, and they moved a lot during the game sessions.

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