Perceived Exertion, Experiences, And Cybersickness In Youth (8-12) Playing VR Exergames And Seated Video Games

PURPOSE: Virtual reality (VR) exergames, use head-mounted displays to provide a 360-degree point-of-view. When combined with life-like audio and visual stimuli, VR can produce cognitive distraction; reducing negative perceptions, and increasing enjoyment of exercise; but may also cause cybersickness. Perceived exertion (PE), game experience and cybersickness were compared in youth (8-12 yrs) who played two VR exergames (a sword swinging beat game (BS), and a thrilling boxing simulation game (TOF)), and a seated video game (SVG). METHODS: Twenty-eight youth played 10-min of SVG, BS, and TOF, and reported PE (children’s 10-degree OMNI scale) at min 4 and 8. Game experience (0-4 scale) and Child Simulator Sickness (0-2 scale) Questionnaires were asked after each game. Repeated measures ANOVA compared PE and game experience among the three games, and cybersickness symptoms: nausea, oculomotor, and disorientation between and within VR games. RESULTS: PE increased significantly from SVG (0.9 ± 0.8), BS (4.1 ± 2.7), to TOF (6.0 ± 2.4; p < 0.05). For game experience, youth reported SVG (1.6 ± 1.6) was less challenging compared to BS (3.3 ± 1.0) and TOF (3.1 ± 1.1; p < 0.05). BS was more visually satisfying ((3.5 ± 0.7 vs 2.7 ± 0.9; p < 0.05), and required more concentration than SVG (3.6 ± 0.7 vs 3.1 ± 1.1; p < 0.05). TOF (3.4 ± 0.8) was more fun than SVG (2.8 ± 0.7; p < 0.05), but there was no significant difference in the happiness, enjoyment, or boredom among the three games. Two youth (7%) experienced disorientation or oculomotor symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9) were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games (p < 0.05), with no differences between games. Oculomotor symptoms were the most reported (4%) and nausea were the least reported (0%) for BS and TOF. CONCLUSIONS: VR exergames provided increased PE, challenge, visual stimulation, attention, and fun; with minimal cybersickness symptoms compared to SVG in youth.

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Publication Details

Journal
Medicine & Science in Sports & Exercise
Published
2024-09-16
DOI
https://doi.org/10.1249/01.mss.0001055884.23774.4c
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Perceived Exertion, Experiences, And Cybersickness In Youth (8-12) Playing VR Exergames And Seated Video Games

Jeremy A. Steeves, Scott A. Conger, Jennifer Flynn Oody, Chandler A. Godfrey
Medicine & Science in Sports & Exercise
Educational Games and Gamification
article

Perceived Exertion, Experiences, And Cybersickness In Youth (8-12) Playing VR Exergames And Seated Video Games

Jeremy A. Steeves, Scott A. Conger, Jennifer Flynn Oody, Chandler A. Godfrey
article en

Abstract

PURPOSE: Virtual reality (VR) exergames, use head-mounted displays to provide a 360-degree point-of-view. When combined with life-like audio and visual stimuli, VR can produce cognitive distraction; reducing negative perceptions, and increasing enjoyment of exercise; but may also cause cybersickness. Perceived exertion (PE), game experience and cybersickness were compared in youth (8-12 yrs) who played two VR exergames (a sword swinging beat game (BS), and a thrilling boxing simulation game (TOF)), and a seated video game (SVG). METHODS: Twenty-eight youth played 10-min of SVG, BS, and TOF, and reported PE (children’s 10-degree OMNI scale) at min 4 and 8. Game experience (0-4 scale) and Child Simulator Sickness (0-2 scale) Questionnaires were asked after each game. Repeated measures ANOVA compared PE and game experience among the three games, and cybersickness symptoms: nausea, oculomotor, and disorientation between and within VR games. RESULTS: PE increased significantly from SVG (0.9 ± 0.8), BS (4.1 ± 2.7), to TOF (6.0 ± 2.4; p < 0.05). For game experience, youth reported SVG (1.6 ± 1.6) was less challenging compared to BS (3.3 ± 1.0) and TOF (3.1 ± 1.1; p < 0.05). BS was more visually satisfying ((3.5 ± 0.7 vs 2.7 ± 0.9; p < 0.05), and required more concentration than SVG (3.6 ± 0.7 vs 3.1 ± 1.1; p < 0.05). TOF (3.4 ± 0.8) was more fun than SVG (2.8 ± 0.7; p < 0.05), but there was no significant difference in the happiness, enjoyment, or boredom among the three games. Two youth (7%) experienced disorientation or oculomotor symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9) were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games (p < 0.05), with no differences between games. Oculomotor symptoms were the most reported (4%) and nausea were the least reported (0%) for BS and TOF. CONCLUSIONS: VR exergames provided increased PE, challenge, visual stimulation, attention, and fun; with minimal cybersickness symptoms compared to SVG in youth.

Medicine & Science in Sports & ExerciseVol. 56(10S)
Boise State University (US), Maryville College (US), Xavier University (US), University of Tennessee at Knoxville (US)
Reduced inequalities
Openalex Percentile: Top 80%
Educational Games and Gamification
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