Beat Saber as Virtual Reality Exercising in 360 Degrees: A Moderated Mediation Model of VR Playable Angles on Physiological and Psychological Outcomes

IF 3.4 2区 心理学 Q1 COMMUNICATION
Jih-Hsuan Tammy Lin, Dai-Yun Wu, Nicholas Bowman
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引用次数: 2

Abstract

ABSTRACT Physical inactivity is a global problem, and active video games (AVGs) have been demonstrated as effective at motivating players to be more physically active. Virtual-reality AVGs (VRAVGs) further encourage engagement with exerting gameplay by challenging players to move in a full 360-degree range of motion. As a unique feature of VRAVGs, we examined the influence of using multiple playable angles in Beat Saber on players’ physical activity and psychological outcomes. A between-subjects experiment randomly assigned participants (N = 240) to one of the three playable angles (single fixed angle, 90-degree, and 360-degree modes). Informed by the interactivity-as-demand model, a moderated mediation model of playable angles on enjoyment was supported. Players perceive higher cognitive and exertional demands in both multi-angle modes than those in single-angle mode, which leads to greater perceived difficulty and further enhances the enjoyment for players with a higher need for cognition, but negatively affects the enjoyment for players with a lower need for cognition. Multi-angle modes also led to greater motivation for future play and subjective vitality through greater cognitive demands, and more physical activity via higher exertional demands. We conclude that, in VR exercise, multiple playable angles are a unique feature that positively influences physical activity outcomes.
Beat Saber作为360度虚拟现实运动:VR可玩角度对生理和心理结果的调节中介模型
摘要:身体不活跃是一个全球性的问题,主动视频游戏(AVG)已被证明能有效地激励玩家进行更多的身体活动。虚拟现实AVG(VRAVG)通过挑战玩家在全360度运动范围内移动,进一步鼓励玩家参与游戏。作为VRAVG的一个独特特征,我们研究了在Beat Saber中使用多个可玩角度对玩家身体活动和心理结果的影响。受试者之间的实验将参与者(N=240)随机分配到三个可玩角度中的一个(单个固定角度、90度和360度模式)。在互动作为需求模型的基础上,支持了一个可玩角度对享受的适度中介模型。与单角度模式相比,玩家在两种多角度模式下都感知到更高的认知和锻炼需求,这导致感知难度更大,并进一步增强了认知需求较高玩家的享受,但对认知需求较低玩家的享受产生了负面影响。多角度模式还通过更大的认知需求,以及通过更高的锻炼需求,导致对未来游戏的更大动机和主观活力。我们得出的结论是,在虚拟现实锻炼中,多个可玩角度是一个独特的特征,它会积极影响体育活动的结果。
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来源期刊
Media Psychology
Media Psychology Multiple-
CiteScore
8.60
自引率
7.10%
发文量
30
期刊介绍: Media Psychology is an interdisciplinary journal devoted to publishing theoretically-oriented empirical research that is at the intersection of psychology and media communication. These topics include media uses, processes, and effects. Such research is already well represented in mainstream journals in psychology and communication, but its publication is dispersed across many sources. Therefore, scholars working on common issues and problems in various disciplines often cannot fully utilize the contributions of kindred spirits in cognate disciplines.
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