激励人们在游戏中表现更好:虚拟环境中的竞争

M. Nunes, L. Nedel, V. Roesler
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引用次数: 22

摘要

重复的室内运动,如在跑步机上跑步或在健身自行车上骑自行车,通常是乏味的,而沉浸式虚拟环境可以带来更大的激励,特别是当与其他动力来源(如竞争)相结合时。在这项工作中,我们介绍了跑步轮,一个具有单人和竞争模式的运动游戏,实时捕捉心率和跑步机的速度。我们测试了两个假设:(a)在竞争模式和单人模式下运行的用户之间存在差异;(b)根据选择的竞争对手的类型,表现存在差异。我们对12名志愿者进行了评估,他们至少进行了6次慢跑。结果显示,参与者获得了强烈的动力,他们中的大多数人都试图克服自己的局限性,超越他人,这反过来又导致了更多的努力,通过心跳的加快来感知。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Motivating people to perform better in exergames: competition in virtual environments
Repetitive indoor exercises as running on a treadmill or cycling on an exercise bike use to be tedious, meanwhile immersive virtual environments can bring a greater incentive especially when combined with other sources of motivation such as competition. In this work we introduce Running Wheel, an exergame with both single player and competitive modes with real time capture of heartbeat rhythm and speed of the treadmill. Two hypotheses were tested: (a) there is difference between users that ran with the competitive mode versus the single player mode; and (b) there is difference in performance depending on the kind of competitor picked. We evaluated the system with 12 volunteers which performed at least 6 jogging sessions. Results show that participants got strongly motivated and most of them tried to overcome their limitations and overtake others which in turn led to more effort, perceived by an increase in heartbeat rhythm.
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