Player experience of needs satisfaction (PENS) in an immersive virtual reality exercise platform describes motivation and enjoyment
File(s)
Author(s)
Ijaz, Kiran
Ahmadpour, Naseem
Wang, Yifan
Calvo, Rafael
Type
Journal Article
Abstract
Recent research suggests that virtual reality (VR) games can engage players in physical activity with high levels of enjoyment. Understanding users’ motivation to engage and enjoy immersive VR exercise platforms is thus important to designers. We designed a VR exercise platform and conducted an experiment with two conditions, one with a static user interface (UI) and the other with an open world environment. Across participants there was significantly (p = 0.03*) greater enjoyment reported in an open world compared to static UI. Enjoyment in both static UI and open world conditions was positively correlated wih user’s psychological needs and experience; autonomy and immersion. Participants’ future play intention was also predicted by autonomy and immersion, but only within the open world condition. Our findings also suggest players can be classified into entertainment-focused and exercise-focused with different expectations and therefore different engagement behaviors with each VR exercise environment. The study highlights the value of informing VR design with measures of psychological need satisfaction.
Date Issued
2020-02-11
Date Acceptance
2020-02-04
Citation
International Journal of Human-Computer Interaction, 2020, 36 (13), pp.1195-1204
ISSN
1044-7318
Publisher
Taylor & Francis
Start Page
1195
End Page
1204
Journal / Book Title
International Journal of Human-Computer Interaction
Volume
36
Issue
13
Copyright Statement
© 2020 Taylor & Francis. This is an Accepted Manuscript of an article published by Taylor & Francis in International Journal of Human-Computer Interaction on 11 February 2020, available online: https://doi.org/10.1080/10447318.2020.1726107
Sponsor
Australian Research Council
Identifier
https://www.tandfonline.com/doi/full/10.1080/10447318.2020.1726107
Grant Number
FT140100824
Subjects
Science & Technology
Technology
Computer Science, Cybernetics
Ergonomics
Computer Science
Engineering
SELF-DETERMINATION THEORY
ACTIVE VIDEO GAME
PHYSICAL-ACTIVITY
INTRINSIC MOTIVATION
EXERGAMES
DANCE
DETERMINANTS
INFORMATION
CHILDREN
FEEDBACK
Human Factors
08 Information and Computing Sciences
16 Studies in Human Society
Publication Status
Published
Date Publish Online
2020-02-11