Player Experience of Needs Satisfaction (PENS) in an Immersive Virtual Reality Exercise Platform Describes Motivation and Enjoyment

Player Experience of Needs Satisfaction (PENS) in an Immersive Virtual Reality Exercise Platform Describes Motivation and Enjoyment
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DOI:
10.1080/10447318.2020.1726107
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发表时间:
2020-02-13
影响因子:
4.7
通讯作者:
Calvo, Rafael A.
Calvo, Rafael A.
中科院分区:
计算机科学3区
文献类型:
--
作者:
Ijaz, Kiran;Ahmadpour, Naseem;Calvo, Rafael A.

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最近的研究表明,虚拟现实(VR)游戏可以让玩家参与高水平的体育活动。因此,了解用户参与和享受沉浸式VR锻炼平台的动机对设计师来说非常重要。我们设计了一个VR练习平台,并在两个条件下进行了实验,一个是静态用户界面(UI),另一个是开放的世界环境。在参与者中,与静态UI相比,开放世界中报告的乐趣显着(p = 0.03*)更大。在静态UI和开放世界条件下的享受与用户的心理需求和体验、自主性和沉浸感呈正相关。自主性和沉浸性对被试的未来游戏意图也有预测作用,但仅限于开放世界条件下。我们的研究结果还表明,玩家可以分为以娱乐为中心和以锻炼为中心,具有不同的期望,因此对每个VR锻炼环境的参与行为也不同。该研究强调了通过心理需求满足措施告知VR设计的价值。
Recent research suggests that virtual reality (VR) games can engage players in physical activity with high levels of enjoyment. Understanding users' motivation to engage and enjoy immersive VR exercise platforms is thus important to designers. We designed a VR exercise platform and conducted an experiment with two conditions, one with a static user interface (UI) and the other with an open world environment. Across participants there was significantly (p = 0.03*) greater enjoyment reported in an open world compared to static UI. Enjoyment in both static UI and open world conditions was positively correlated wih user's psychological needs and experience; autonomy and immersion. Participants' future play intention was also predicted by autonomy and immersion, but only within the open world condition. Our findings also suggest players can be classified into entertainment-focused and exercise-focused with different expectations and therefore different engagement behaviors with each VR exercise environment. The study highlights the value of informing VR design with measures of psychological need satisfaction.