A Preliminary Investigation Into the Effects of Gamified Virtual Reality on Exercise Adherence, Perceived Exertion, and Health

A Preliminary Investigation Into the Effects of Gamified Virtual Reality on Exercise Adherence, Perceived Exertion, and Health

Katherine Jane Hoolahan
Copyright: © 2020 |Pages: 18
DOI: 10.4018/IJVAR.2020070102
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Abstract

Exercise is widely used as a treatment and prevention method for many health conditions; however, adherence to exercise programmes is generally very low. Gamified VR is a promising solution for this. This study included 20 participants playing a total of 36 VR games over the course of an 18-week programme. Heart rate monitoring and questionnaires including rate of perceived exertion were used, and adherence was recorded. There was a dropout rate of 10% and an adherence rate of 90% – successful overall adherence according to the literature. Heart rate whilst in VR was compared to rate of perceived exertion, showing a significantly lower perceived exertion compared to actual exertion. Various health benefits were noted by participants. Overall, this study shows that gamified VR can increase adherence to exercise, lower perceived exertion, and indicates potential for improving health. Further research is required to support this.
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Theoretical Background

Gamification is defined as the use of gaming elements in a non-gaming context. The principles of gamification are well known for being able to positively change behaviour and perception of exercise (Deterding, Dixon, Khaled & Nacke, 2011). Figure 1 shows a breakdown of gamification and how it leads to positive psychological and behavioural outcomes.

Figure 1.

Gamification of exercise

IJVAR.2020070102.f01

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