Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames

Full-Body Interaction & Embodied InputGame UX & Player BehaviorSerious & Functional Games

Title of the Paper

Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames

Paper Information

  • Field of Study: Virtual reality and exergame design and experience
  • Keywords: exergame, uncertainty, virtual reality, young adults, middle-aged adults, action games, gaming experience, age-related differences, design guidelines, simulation sickness response

Research Background and Issues

  • Issues and Challenges:

    • Although uncertainty in games has been widely recognized as an element that attracts players, it is rarely applied in exergames.
    • How middle-aged users perceive and accept the content and design of exergames has not been thoroughly explored.
    • Current comparative studies on virtual reality (VR) and large-screen display formats in exergames have yielded inconsistent conclusions.
  • Why It Matters:

    • Action games are an innovative way to promote physical exercise, especially for inactive or exercise-averse groups.
    • Understanding the effects of design factors in games (e.g., uncertainty and display type) on the experience and performance of players across different age groups can facilitate the development of more personalized and engaging games.
  • Research Motivation and Related Work:

    • The value of uncertainty as a core game element has been repeatedly demonstrated, as it enhances experience and immersion.
    • The application of virtual reality in entertainment and health games is increasing, but its specific impact on physical activity levels and gaming experiences in exergames remains uncertain.
    • Research on middle-aged individuals' experiences with exergames is limited, despite this age group beginning to face cognitive and physical decline issues.

Solution

  • Research Methods:

    • Developed an exergame called GestureFit, incorporating three types of uncertainty elements (false attacks, misses, and critical hits) to explore their effects on player performance, experience, and physical exertion.
    • Designed two conditions (certainty and uncertainty) and two display types (VR and TV screen) to conduct comparative studies between young adults (18-30 years old) and middle-aged adults (45-65 years old).
  • Innovative Aspects of the Solution:

    • Introduced uncertainty elements covering four sources (performance, problem-solving, player unpredictability, and randomness).
    • Compared the effects of VR and non-VR display types on player performance and experience in exergames.
    • Designed and dynamically adjusted in-game parameters specifically for middle-aged players, proposing targeted risk control measures.
  • Implementation Steps and Key Technologies:

    1. Developed the GestureFit game, supporting various gesture actions (e.g., kicking, defending, and squatting).
    2. Applied virtual reality technology (via Oculus Rift CV1) and Kinect devices for player gesture tracking.
    3. Collected multi-level data, including game performance (completion time, success rate), experience questionnaires (GEQ and SSQ), as well as heart rate and calorie information to evaluate participant responses.
    4. Conducted questionnaires and semi-structured interviews to analyze participant feedback.

Research Findings

  • Specific Findings:

    1. Uncertainty elements (false attacks, misses, and critical hits) effectively increased players' energy expenditure (e.g., heart rate and calorie burn) without significantly compromising overall gaming experience.
    2. VR environments, compared to large-screen displays, enhanced players' gaming performance (e.g., higher action success rates) and immersive experiences (e.g., higher flow state scores).
    3. Middle-aged participants exhibited lower action success rates and gaming immersion compared to younger participants but also showed lower simulation sickness responses (e.g., VR motion sickness symptoms).
  • Advantages Compared to Existing Solutions:

    • Effectively integrated uncertainty design elements to enhance the physical training effects of exergames.
    • Optimized game design for middle-aged groups, avoiding potential health and safety risks.
  • Experimental and Evaluation Results:

    • VR displays enhanced flow experiences without significantly increasing motion sickness symptoms.
    • Middle-aged players were more focused on the health benefits of the game, while younger players prioritized fun and interactive design.
    • Under uncertainty conditions, average heart rate and calorie consumption significantly increased, but the negative impact on gaming experience was minimal.
  • Limitations and Future Directions:

    • Limited to single-session short-term experiments; future studies should assess the long-term effects and acceptance of the game.
    • Did not explore all types of uncertainty sources (e.g., hidden information or narrative-driven uncertainty).
    • Current physical limitations of VR devices (e.g., weight and wearing comfort) and game design need further optimization to accommodate a broader middle-aged or elderly user base.
    • Due to COVID-19, elderly participants (65 years and older) were not included; future research should involve a wider age range of participants.

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https://hci.top/en/papers/chi/47326/2021

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DOI: https://doi.org/10.1145/3411764.3445801
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CHI
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2021
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Full-Body Interaction & Embodied Input, Game UX & Player Behavior, Serious & Functional Games
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