Competition and cooperation with virtual players in an exergame

Show simple item record

dc.contributor.author Shaw, Lindsay en
dc.contributor.author Buckley, Judith en
dc.contributor.author Corballis, Paul en
dc.contributor.author Lutteroth, Christof en
dc.contributor.author Wuensche, Burkhard en
dc.date.accessioned 2018-10-10T23:03:03Z en
dc.date.accessioned 2019-09-10T04:41:40Z en
dc.date.issued 2016-10-31 en
dc.identifier.citation PeerJ Computer Science 2016(10):17 pages 31 Oct 2016 en
dc.identifier.issn 2376-5992 en
dc.identifier.uri http://hdl.handle.net/2292/47647 en
dc.description.abstract Two cross-sectional studies investigated the effects of competition and cooperationwith virtual players on exercise performance in an immersive virtual reality (VR) cycle exergame. Study 1 examined the effects of: (1) self-competition whereby participants played the exergamewhile competing against a replay of their previous exergame session (Ghost condition), and (2) playing the exergame with a virtual trainer present (Trainer condition) on distance travelled and calories expended while cycling. Study 2 examined the effects of (1) competition with a virtual trainer system (Competitive condition) and (2) cooperation with a virtual trainer system (Cooperative condition). Post exergame enjoyment and motivation were also assessed. The results of Study 1 showed that the trainer system elicited a lesser distance travelled than when playing with a ghost or on one's own. These results also showed that competing against a ghost was more enjoyable than playing on one's own or with the virtual trainer. There was no significant difference between the participants' rated enjoyment and motivation and their distance travelled or calories burned. The findings of Study 2 showed that the competitive trainer elicited a greater distance travelled and caloric expenditure, and was rated as more motivating. As in Study 1, enjoyment and motivation were not correlated with distance travelled and calories burned. Conclusion: Taken together, these results demonstrate that a competitive experience in exergaming is an effective tool to elicit higher levels of exercise from the user, and can be achieved through virtual substitutes for another human player. en
dc.publisher PeerJ en
dc.relation.ispartofseries PeerJ Computer Science en
dc.relation.replaces http://hdl.handle.net/2292/40601 en
dc.relation.replaces 2292/40601 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.relation.replaces 2292/40625 en
dc.relation.replaces http://hdl.handle.net/2292/40625 en
dc.rights Items in ResearchSpace are protected by copyright, with all rights reserved, unless otherwise indicated. Previously published items are made available in accordance with the copyright policy of the publisher. en
dc.rights.uri https://researchspace.auckland.ac.nz/docs/uoa-docs/rights.htm en
dc.rights.uri https://creativecommons.org/licenses/by/4.0/ en
dc.title Competition and cooperation with virtual players in an exergame en
dc.type Journal Article en
dc.identifier.doi 10.7717/peerj-cs.92 en
pubs.issue 10 en
pubs.volume 2016 en
dc.rights.holder Copyright: The authors en
pubs.merge-from 2292/40625 en
pubs.merge-from http://hdl.handle.net/2292/40625 en
dc.rights.accessrights http://purl.org/eprint/accessRights/OpenAccess en
pubs.subtype Article en
pubs.elements-id 547919 en
pubs.org-id Science en
pubs.org-id Psychology en
pubs.org-id School of Computer Science en
pubs.number e92 en
pubs.record-created-at-source-date 2019-01-23 en


Files in this item

Find Full text

This item appears in the following Collection(s)

Show simple item record

Share

Search ResearchSpace


Browse

Statistics