PURPOSE: To identify the main findings from research on gamified virtual reality in sport METHODS: The digital databases for this review were searched and visited on 19 May 2019. Gamification AND ("virtual reality" OR sports fitness) were used as a search string or keyword in the paper selection. RESULTS: Thirty -three papers were found after the preliminary searches to narrow down the selections that align with the goals of this study. The selected papers were examined to investigate the characteristics of gamification in a broad context of sports. These findings suggest that the use of gamification methods help physical exercise in the immersive VR setting. CONCLUSION: Through the outcomes of user experience, it can prove that gamification components are boosting the pleasure of the user throughout the physical activity and provide a set of rules to encourage the athlete or user to perform better. Besides, generality of impacts with VR and gamification in sports has been discussed in this paper by listing the advantages and limitations. However, findings need more varied populations, particularly elements, athletes, kids, and older people.
Exciting movies are films with components that can affect a person's psychology and emotions including towards children. The Harry Potter movie is basically a show aimed at children after being adapted from a novel. It is about a world that full of magic and beautiful personalities that even adults are amazed by the links made between the minute details within every scene. However, there are several different opinions related to the story that say that the story has either a negative or positive effect on the children. This research was done to analyse the relationship between element of concrete operational concept and the impactful scene from one of Harry Potter movie, which is Harry Potter and the Sorcerer's Stone(2001). This research uses qualitative approach to answer all the research objectives with applying the method of descriptive analysis and focus on the materials collection based on phenomenally recorded news and feed backs from public as well as the support with authors, newspapers, journal, and other sources. Also, the cognitive operational concept by Jean Piaget’s cognitive development theory is use in this research to draw the conclusion at the end of the study. Thus, Harry Potter and the Sorcerer's Stone (2001) can be watched by the children especially children under the age of 7 until 11 years old after analyzing through each scene and relate it with the theory mentioned above.
Nowadays, people are busy with gadgets, social media and playing video games that tends their bodies to physically inactive. However, Virtual Reality (VR) exergaming in literature has proven to be one of the best solutions to encourage these sedentary people to live in a healthier lifestyle. Exergaming refers to a combination of video games with a physical exercise that rely on the technology that can track body movement. Hence, this project aims to develop a cycling exergame that integrate with HTC Vive hand controller in VR. There are four phases have been carried out namely (i) problem investigation, (ii) designing the game structure, (iii) implementation of VR cycling exergame, and (iv) testing and evaluation. The usability testing results shows the users feedback on the development of VR Exergame for cycling in terms of the user interface design, player interaction, difficulty of the game and user satisfaction in understanding the game. The user acceptance testing results shows that this game works accordingly, however there are some suggestion and expectation from user that can be measured for improvement and enhancement in future works. Based on the result, this project is successfully produced a cycling exergame in VR and significantly improve the user experience in VR.
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