2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) 2018
DOI: 10.1109/qomex.2018.8463389
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Impact of Virtual Environments on Motivation and Engagement During Exergames

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Cited by 23 publications
(15 citation statements)
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“…Greater enjoyment of exercise and adherence are linked to the psychological experience of flow during physical activities [ 6 ]. Exergaming facilitates the flow experience by providing an opportunity to become easily absorbed in the goals and challenges in the game [ 7 , 8 ]. A combination of physiological and psychological benefits of physical activities makes exergaming an appealing strategy to encourage sedentary people to exercise.…”
Section: Introductionmentioning
confidence: 99%
“…Greater enjoyment of exercise and adherence are linked to the psychological experience of flow during physical activities [ 6 ]. Exergaming facilitates the flow experience by providing an opportunity to become easily absorbed in the goals and challenges in the game [ 7 , 8 ]. A combination of physiological and psychological benefits of physical activities makes exergaming an appealing strategy to encourage sedentary people to exercise.…”
Section: Introductionmentioning
confidence: 99%
“…As shown, the use of HMD was fully immersive [22], [23], [24], [25], [26] compared to the other VR display. The use of a more immersive virtual environment of sport can improve motivation and participants ' cycling velocity [21].…”
Section: Figure 3 Frequency On the Presence Of Immersive User Experimentioning
confidence: 88%
“…During these moments, the visual perception of the environment interferes with the imagination and emotions elicited by the story, either reinforcing or contrasting them. With respect to this, VR environments congruent with the activity performed have been shown to affect users' attention and performance differently from neutral images (Neumann & Moffitt, 2018;Schmidt et al, 2018). In other words, the VR space can function as a reading setting that isolates the reader from the distractions of the physical world (such as mobile phone notifications, people passing by, etc.…”
Section: Literature and Virtual Realitymentioning
confidence: 99%
“…More generally, VR is a medium that increases enjoyment and motivation to engage in VIRTUAL REALITY AS A TOOL FOR PROMOTING READING 12 various activities, including learning (Cheng, 2017;Schmidt et al, 2018;Wei et al, 2019).…”
Section: Intention To Readmentioning
confidence: 99%