Exergames aim to make exercise more enjoyable, especially for children and young adults who are accustomed to digital technologies. Calory Battle augmented reality (AR) is a mobile exergame that utilizes context awareness and AR to enable interaction with virtual content. Designing mobile exergames and AR interaction has received little scholarly attention. This article has several contributions to the design discussion: (1) implementation of a mobile AR exergame, (2) discourse on the game design process, (3) evaluation with 29 South Korean elementary school children and university students who suggested a good reception of the game and generated ideas for improvements of usability and AR interaction, (4) analysis of the game with respect to established game motivators and the Immersion, Scientificalness, Competitiveness, Adaptability, and Learning (ISCAL) exergame design model, (5) design principles and lessons learned, and (6) discussion of the flow experience in exergames. These results can be used by designers to create motivating and interactive mobile AR games.
Presence refers to the emotional state of users where their motivation for thinking and acting arises based on the perception of the entities in a virtual world. The immersion level of users can vary when they interact with different media content, which may result in different levels of presence especially in a virtual reality (VR) environment. This study investigates how user characteristics, such as gender, immersion level, and emotional valence on VR, are related to the three elements of presence effects (attention, enjoyment, and memory). A VR story was created and used as an immersive stimulus in an experiment, which was presented through a head-mounted display (HMD) equipped with an eye tracker that collected the participants’ eye gaze data during the experiment. A total of 53 university students (26 females, 27 males), with an age range from 20 to 29 years old (mean 23.8), participated in the experiment. A set of pre- and post-questionnaires were used as a subjective measure to support the evidence of relationships among the presence effects and user characteristics. The results showed that user characteristics, such as gender, immersion level, and emotional valence, affected their level of presence, however, there is no evidence that attention is associated with enjoyment or memory.
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