Pushing Yourself to the Limit - Influence of Emotional Virtual Environment Design on Physical Training in VR

The design of virtual environments (VEs) can strongly influence users’ emotions. These VEs are also an important aspect of immersive Virtual Reality (VR) exergames – training system that can inspire athletes to train in a highly motivated way and achieve a higher training intensity. VR-based training and rehabilitation systems can increase a user’s motivation to train and to repeat physical exercises. The surrounding VE can potentially predominantly influence users’ motivation and hence potentially even physical performance. Besides providing potentially motivating environments, physical training can be enhanced by gamification. However, it is unclear whether the surrounding VE of a VR-based physical training system influences the effectiveness of gamification. We investigate whether an emotional positive or emotional negative design influences the sport performance and interacts with the positive effects of gamification. In a user study, we immerse participants in VEs following either an emotional positive, neutral, or negative design and measure the duration the participants can hold a static strength-endurance exercise. The study targeted the investigation of the effects of (1) emotional VE design as well as the (2) presence and absence of gamification. We did not observe significant differences in the performance of the participants independent of the conditions of VE design or gamification. Gamification caused a dominating effect on emotion and motivation over the emotional design of the VEs, thus indicating an overall positive impact. The emotional design influenced the participants’ intrinsic motivation but caused mixed results with respect to emotion. Overall, our results indicate the importance of using gamification and support the commonly used emotional positive VEs for physical training. They further indicate that the design space could also include other emotional directions of VE design.

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Publication Details

Journal
Games Research and Practice
Published
2024-09-28
DOI
https://doi.org/10.1145/3696447
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37
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article

Pushing Yourself to the Limit - Influence of Emotional Virtual Environment Design on Physical Training in VR

Sophia C. Steinhaeusser, Sebastian Oberdörfer, Marc Erich Latoschik, Amiin Najjar et al.
1 citations
Games Research and Practice
Virtual Reality Applications and Impacts
0.37
article

Pushing Yourself to the Limit - Influence of Emotional Virtual Environment Design on Physical Training in VR

Sophia C. Steinhaeusser, Sebastian Oberdörfer, Marc Erich Latoschik, Amiin Najjar, Clemens Tümmers
article en
1 citations

Abstract

The design of virtual environments (VEs) can strongly influence users’ emotions. These VEs are also an important aspect of immersive Virtual Reality (VR) exergames – training system that can inspire athletes to train in a highly motivated way and achieve a higher training intensity. VR-based training and rehabilitation systems can increase a user’s motivation to train and to repeat physical exercises. The surrounding VE can potentially predominantly influence users’ motivation and hence potentially even physical performance. Besides providing potentially motivating environments, physical training can be enhanced by gamification. However, it is unclear whether the surrounding VE of a VR-based physical training system influences the effectiveness of gamification. We investigate whether an emotional positive or emotional negative design influences the sport performance and interacts with the positive effects of gamification. In a user study, we immerse participants in VEs following either an emotional positive, neutral, or negative design and measure the duration the participants can hold a static strength-endurance exercise. The study targeted the investigation of the effects of (1) emotional VE design as well as the (2) presence and absence of gamification. We did not observe significant differences in the performance of the participants independent of the conditions of VE design or gamification. Gamification caused a dominating effect on emotion and motivation over the emotional design of the VEs, thus indicating an overall positive impact. The emotional design influenced the participants’ intrinsic motivation but caused mixed results with respect to emotion. Overall, our results indicate the importance of using gamification and support the commonly used emotional positive VEs for physical training. They further indicate that the design space could also include other emotional directions of VE design.

Games Research and PracticeVol. 2(4)
University of Würzburg (DE)
Openalex Percentile: Top 39%
Virtual Reality Applications and Impacts
0.37
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