Immersion in Virtual Reality Video Games for Improving Physical Performance Measures: A Review

Kiril Todorov, A. Manolova, Georgi Chervendinev
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引用次数: 1

Abstract

Virtual reality (VR) active video gaming, also called ”exergaming” has become an emerging trend in entertainment but also fitness, education and health sectors. It requires bodily movements to play and function as a form of physical activity (PA). Since this type of gaming is becoming more and more popular and accessible and the trends suggest that it may become a mainstream media, the scientific community is discussing on its usefulness. There are number of claims about its ability to improve health via an increase in PA but researchers also argue that it is still a form of time spent in front of monitor which comes with many negative sides. The aim of this paper is to do an overview of the scientific research domain and outline the strengths, weaknesses and opportunities of immersive VR gaming to promote PA. The available evidence indicates that active video games can replace sedentary time spent in front of a computer or TV with physical activity and make a measurable contribution to the improvement of health. However whether it is a sustainable way to motivate gamers in PA is questionable.
沉浸在虚拟现实视频游戏提高物理性能的措施:回顾
虚拟现实(VR)主动视频游戏,也被称为“exergaming”,已经成为娱乐、健身、教育和健康领域的新兴趋势。它需要身体运动来发挥作用,并作为一种身体活动(PA)。由于这种类型的游戏正变得越来越受欢迎,并且趋势表明它可能成为主流媒体,科学界正在讨论它的有用性。有很多说法认为它能通过增加PA来改善健康,但研究人员也认为,它仍然是一种在显示器前度过的时间,有许多负面影响。本文的目的是对科研领域进行概述,并概述沉浸式VR游戏促进PA的优势,劣势和机会。现有的证据表明,积极的电子游戏可以用身体活动取代坐在电脑或电视前的久坐时间,并对改善健康做出可衡量的贡献。然而,这是否是一种可持续的方式来激励玩家在PA是值得怀疑的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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