Emotional Virtual Characters for Improving Motivation and Performance in VR Exergames

Q1 Social Sciences
Linda Graf, Sophie Abramowski, Felix Born, Maic Masuch
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引用次数: 0

Abstract

Motivation and high effort in exergames are still open to optimization. In reality, coaches can stimulate athletes' engagement by infecting them with their emotions. However, whether these emotion-influencing effects also occur with virtual coaches remains unclear. In the present study, we measured the emotional state, motivation, and performance (punch speed) of 47 participants playing a VR exergame with an emotional (happy/angry) or neutral virtual coach. Results show that the happy and angry coach significantly affected the players' emotions. Furthermore, interacting with the emotional coaches leads to higher motivation, whereas the angry coach causes a reduction of feeling related. Also, we found a significant positive correlation between the increase in anger and punch speed. Our results show that adding an emotional component to virtual coaches into exergames is promising for increasing motivation and performance. This study highlights the positive effects of emotional virtual characters for improving VR exergames and, therefore, players' health.
提高虚拟现实游戏动机和表现的情感虚拟角色
游戏中的动机和高度努力仍有待优化。在现实中,教练可以通过感染运动员的情绪来刺激他们的参与。然而,这些情绪影响效应是否也发生在虚拟教练身上还不清楚。在本研究中,我们测量了47名参与者与情绪(快乐/愤怒)或中立的虚拟教练一起玩VR游戏的情绪状态、动机和表现(出拳速度)。结果表明,教练的快乐和愤怒对运动员的情绪有显著影响。此外,与情绪教练的互动会导致更高的动机,而愤怒教练会导致情感相关的减少。此外,我们还发现愤怒程度的增加与出拳速度之间存在显著的正相关关系。我们的研究结果表明,在游戏中添加虚拟教练的情感成分有望提高积极性和表现。这项研究强调了情感虚拟角色对改善VR游戏以及玩家健康的积极影响。
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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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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