超越技术:XR质量特征如何塑造用户体验和游戏中的身体活动决定因素。

IF 2.7 4区 心理学 Q2 PSYCHOLOGY, EXPERIMENTAL
Anaïck Perrochon, Karim El Ayoubi, Arnaud Boujut, Elpidio Attoh-Mensah
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引用次数: 0

摘要

在医疗保健中促进身体活动(PA)是必不可少的,但缺乏活动仍然很普遍。Exergames (EGs)为培养PA提供了一种有趣的策略。实现技术的范围从基于屏幕的控制台到扩展现实(XR)设备。由于XR环境在体验质量特征(如沉浸感、互动性、连贯性)方面存在差异,它们可能会影响个体层面的PA决定因素(生理、心理、生物)。这篇小型综述研究了不同的XR环境是否会影响EGs中的用户体验和个人水平的PA决定因素,并强调了进一步研究的领域。11项符合条件的研究比较了至少两种游戏环境(PC/屏幕,AR或VR通过头戴式显示器[hmd]或CAVE),并报告了用户体验(UX)和/或个人水平PA决定因素的结果。与VR相比,AR的不良反应(如晕车、焦虑)较少。在VR环境中,与大型系统相比,头显技术倾向于增强运动执行,引发更强的神经生理反应(例如,大脑活动,心率),并通过存在感增强用户体验。与基于电脑的设置相比,VR通常能够提高玩家的表现(游戏邦注:例如更高的游戏分数)、沉浸感和积极性。大多数研究仅限于年轻、健康的参与者,这表明对临床和老年人群的研究存在差距。目前的证据表明,考虑XR不仅应基于硬件规格,还应基于塑造UX的体验质量特征,进而影响PA决定因素。未来的研究应该系统地利用这些特征来充分掌握对PA决定因素的影响,特别是在EGs中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Beyond technology: How XR quality features shape user experience and physical activity determinants in exergaming.

Promoting physical activity (PA) in healthcare is essential, yet inactivity remains widespread. Exergames (EGs) offer a playful strategy to foster PA. Implementation technologies range from screen-based consoles to Extended Reality (XR) devices. Because XR environments differ in experiential quality features (e.g., immersivity, interactivity, coherence), they may affect individual-level PA determinants (physical, psychological, biological). This mini-review examines if different XR environments influence the user experience and individual-level PA determinants in EGs, highlighting areas for further research. Eleven eligible studies compared at least two exergaming environments (PC/screen, AR, or VR via head-mounted displays [HMDs] or CAVE) and reported outcomes on user experience (UX) and/or individual-level PA determinants. Compared with VR, AR was associated with fewer adverse effects (e.g., motion sickness, anxiety). Within VR environments, headset technology tends to enhance movement execution, elicit stronger neurophysiological responses (e.g., brain activity, heart rate) compared to large-scale systems, and enhance UX through the sense of presence. Comparted to computer-based setups, VR generally improved performance (e.g., higher game scores), immersion and motivation. Most studies were limited to young, healthy participants, revealing a gap in research on clinical and older populations. Current evidence suggests that XR should be considered not only based on hardware specifications, but also on experiential quality features that shape UX and, in turn, influence PA determinants. Future studies should systematically leverage such features to fully grasp the impact on PA determinants particularly in EGs.

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来源期刊
Acta Psychologica
Acta Psychologica PSYCHOLOGY, EXPERIMENTAL-
CiteScore
3.00
自引率
5.60%
发文量
274
审稿时长
36 weeks
期刊介绍: Acta Psychologica publishes original articles and extended reviews on selected books in any area of experimental psychology. The focus of the Journal is on empirical studies and evaluative review articles that increase the theoretical understanding of human capabilities.
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