Show Me How to Play: Exploring Self-Modeling for Onboarding in Virtual Reality Exergames
Honorable MentionAuthors
Paper Title
Show Me How to Play: Exploring Self-Modeling for Onboarding in Virtual Reality Exergames
Publication Info
- Topic area: Virtual reality exergames and onboarding tutorials
- Keywords: VR exergames, onboarding, self-modeling, trial-and-error, tutorials, player experience, learning theories, embodiment, physical activity, motivation
Background and Problem
- Problem / challenge: Onboarding players in VR exergames to perform correct movements remains challenging, especially given the risks of collisions and injuries due to incorrect execution.
- Significance: Proper onboarding can enhance player performance, reduce frustration, and improve safety in VR exergames, which are increasingly popular for promoting physical activity.
- Motivation and related work: Previous studies have explored tutorial designs in VR games but have not compared exploratory (trial-and-error) and demonstration-based (observational learning) tutorials in VR exergames. The gap in understanding the effects of these approaches motivates this study.
Solution
- Proposed approach: Development and evaluation of two onboarding tutorials for VR exergames: (i) trial-and-error tutorial (T&E) and (ii) self-model tutorial (GHOST), which temporarily disembodies players to observe their avatar performing correct movements.
- Novelty:
- Introduction of a novel self-model tutorial (GHOST) leveraging transitional embodiment and observational learning.
- Empirical comparison of exploratory (T&E) and demonstration-based (GHOST) tutorials in VR exergames.
- Insights into the effects of tutorials on player experience, performance, and motivation.
- Procedure and key techniques:
- Design of a boxing-themed VR exergame (BoxPunchVR) with target-based tasks.
- Implementation of T&E (trial-and-error learning) and GHOST (self-model observational learning) tutorials.
- Between-participants study with 60 participants across three conditions: BASE (no tutorial), T&E, and GHOST.
- Collection of psychometric, physiological, and performance metrics.
Results
- Concrete findings:
- GHOST significantly improved punch accuracy (median accuracy: 0.92) compared to T&E (0.85) and BASE (0.74).
- GHOST increased perceived ease of control, progress feedback, and motivation compared to other conditions.
- Both T&E and GHOST reduced frustration compared to BASE.
- Advantage over baselines:
- GHOST outperformed T&E and BASE in accuracy, ease of control, and perceived usefulness.
- T&E improved accuracy and reduced frustration compared to BASE but was less effective than GHOST.
- Experiments / evaluation:
- Study with 60 participants (20 per condition), measuring punch accuracy, heart rate, player experience (PXI, IMI), workload (NASA-TLX), and perceived embodiment (VEQ, IPQ).
- Qualitative feedback highlighted the importance of tutorials for understanding game mechanics.
- Limitations and future work:
- Limited to short-term gameplay; long-term learning retention was not assessed.
- Results influenced by the specific design of BoxPunchVR; findings may vary for other VR exergames.
- Need for further exploration of transitional embodiment and player-sensitive tutorials.
Summary
This study introduces and evaluates two onboarding tutorials for VR exergames: a trial-and-error approach (T&E) and a novel self-model tutorial (GHOST). The GHOST tutorial, leveraging observational learning and transitional embodiment, significantly improved player performance, ease of control, and motivation compared to T&E and BASE. Findings highlight the importance of tutorials for enhancing player experience and reducing frustration in VR exergames. The study proposes implications for future research, including exploring transitional embodiment, player-sensitive tutorials, and additional learning theories.
Research Questions / Practical Problems
Question signals indexed for this paper.
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