Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames

Immersive virtual reality (VR) exergames blend playful environments with physical activities. In such games, providing continuous cues, i.e., real-time indications of how the movements are being performed, can guide players and improve the execution of movements. However, research about how continuous cues impact player performance and experience in VR exergames remains sparse. To this end, we conducted a within-participants study (N=32) with four conditions: (i) no, (ii) audio, (iii) visual, and (iv) audiovisual cueing. The results show that both unimodal and bimodal cueing improve the player experience without causing cybersickness, while bimodal cueing improves pose accuracy. We provide three main design implications for VR exergames: (i) considering the granularity of cues, (ii) exploring different continuous cue designs, and (iii) underlining the use of continuous cues in other immersive experiences.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2024-10-14
DOI
https://doi.org/10.1145/3677091
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37

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article

Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames

Frank Steinicke, Sukran Karaosmanoglu, Sebastian Cmentowski, Moritz Wegner
1 citations
Proceedings of the ACM on Human-Computer Interaction
Virtual Reality Applications and Impacts
0.37
article

Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames

Frank Steinicke, Sukran Karaosmanoglu, Sebastian Cmentowski, Moritz Wegner
article en
1 citations

Abstract

Immersive virtual reality (VR) exergames blend playful environments with physical activities. In such games, providing continuous cues, i.e., real-time indications of how the movements are being performed, can guide players and improve the execution of movements. However, research about how continuous cues impact player performance and experience in VR exergames remains sparse. To this end, we conducted a within-participants study (N=32) with four conditions: (i) no, (ii) audio, (iii) visual, and (iv) audiovisual cueing. The results show that both unimodal and bimodal cueing improve the player experience without causing cybersickness, while bimodal cueing improves pose accuracy. We provide three main design implications for VR exergames: (i) considering the granularity of cues, (ii) exploring different continuous cue designs, and (iii) underlining the use of continuous cues in other immersive experiences.

Proceedings of the ACM on Human-Computer InteractionVol. 8(CHI PLAY)
University of Waterloo (CA), Universität Hamburg (DE)
Deutsche Forschungsgemeinschaft
Openalex Percentile: Top 39%
Virtual Reality Applications and Impacts
0.37
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