Transforming Sedentary Lifestyles: The impact of remote VR and flat-screen interventions on affective attitudes towards physical exertion, guided by avatar or human trainers

IF 3.1 2区 心理学 Q2 HOSPITALITY, LEISURE, SPORT & TOURISM
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Abstract

This study advances understanding of the impact of flat-screen and virtual reality (VR) remote exercise environments in a home setting on affective attitudes towards physical exertion, with either a human or an avatar trainer.

Employing a two-by-two factorial design, we manipulated both the medium (flat screen vs. VR) and the type of trainer (human vs. avatar). A total of 108 participants engaged in the study using a custom VR application for the Oculus Quest 2 headset or training videos, both prepared specifically for this study. The participants underwent a 15-min high-intensity interval training (HIIT) regimen, completing six workouts in their homes within fourteen days. Data on their exercise experiences and their affective attitudes towards exercise were collected using the CAWI technique. These were next analysed using a model that presumes that exercise experiences can increase motivation to exercise. We also studied the roles of spatial presence and trainer relatedness.

Our results show that VR physical training shifted affective attitudes towards exercise positively, in contrast to the flat-screen groups. Moreover, using a digital avatar as a trainer had no negative effect on this favourable change in attitude. The change in affective attitude was influenced primarily by baseline levels and the wellbeing experienced during training. The factors we added to the original model—relatedness to the trainer and spatial presence—also contributed significantly to wellbeing. Perception of competence was a critical determinant of wellbeing, while perceived exertion was largely irrelevant. The HIIT protocol in the study was suitable for VR exercise.

改变久坐不动的生活方式:在虚拟化身或人类培训师的指导下,远程虚拟化身和平板干预对体力消耗情感态度的影响
本研究通过采用两两因子设计,对训练媒介(平面屏幕与 VR)和训练者类型(人类与化身)进行了操作,从而加深了人们对家庭环境中平面屏幕和虚拟现实(VR)远程锻炼环境对体力消耗的情感态度的影响的理解。共有 108 名参与者参与了这项研究,他们使用的是为 Oculus Quest 2 头显定制的 VR 应用程序或培训视频,两者都是专门为这项研究准备的。参与者接受了 15 分钟的高强度间歇训练(HIIT),并在 14 天内在家中完成了六次训练。使用 CAWI 技术收集了他们的运动体验和对运动的情感态度数据。接下来,我们使用一个模型对这些数据进行了分析,该模型假定运动体验可以提高运动的积极性。我们还研究了空间存在感和培训师相关性的作用。结果表明,与平板电脑组相比,VR 体育训练积极地改变了人们对锻炼的情感态度。此外,使用数字化身作为培训师对这种积极的态度转变没有负面影响。情感态度的变化主要受基线水平和训练过程中体验到的幸福感的影响。我们在原始模型中添加的与培训师的相关性和空间存在感等因素也对幸福感产生了重大影响。对能力的感知是幸福感的关键决定因素,而对消耗的感知则基本无关紧要。本研究中的 HIIT 方案适用于 VR 运动。
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来源期刊
CiteScore
6.40
自引率
5.90%
发文量
172
审稿时长
69 days
期刊介绍: Psychology of Sport and Exercise is an international forum for scholarly reports in the psychology of sport and exercise, broadly defined. The journal is open to the use of diverse methodological approaches. Manuscripts that will be considered for publication will present results from high quality empirical research, systematic reviews, meta-analyses, commentaries concerning already published PSE papers or topics of general interest for PSE readers, protocol papers for trials, and reports of professional practice (which will need to demonstrate academic rigour and go beyond mere description). The CONSORT guidelines consort-statement need to be followed for protocol papers for trials; authors should present a flow diagramme and attach with their cover letter the CONSORT checklist. For meta-analysis, the PRISMA prisma-statement guidelines should be followed; authors should present a flow diagramme and attach with their cover letter the PRISMA checklist. For systematic reviews it is recommended that the PRISMA guidelines are followed, although it is not compulsory. Authors interested in submitting replications of published studies need to contact the Editors-in-Chief before they start their replication. We are not interested in manuscripts that aim to test the psychometric properties of an existing scale from English to another language, unless new validation methods are used which address previously unanswered research questions.
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