Self-competition Virtual Reality Cycling for Enhanced Motivation: Interactive Feedforward Adjustments
摘要
Virtual Reality (VR) cycling exergames serve as an enticing platform for physical activity. A prominent feature in recent studies is the use of the “interactive feedforward” psychological training technique in self-competition VR cycling exergames to elevate players’ intrinsic motivation. Traditional implementations let players compete against past performances, visualized as a “past ghost” avatar based on two sprints in the initial session. In subsequent sessions, players compete against this “past ghost” including an enhanced “future ghost” which moves faster by 5% extra speed, ensuring the player witnesses achievements they haven’t yet attained. However, this feedforward adaptation is session-based, missing out on intra-session dynamics. Given that each session contains two sprints, this study advocates for a more nuanced adjustment approach: enabling feedforward modifications within sessions, tailored to each sprint. To actualize this concept, a VR exergame prototype was developed. A two-session pilot study, encompassing twenty-nine healthy participants, utilized a semi-structured interview approach to glean qualitative reflections on player experiences. Concurrently, the System Usability Scale (SUS) quantified the prototype's usability. Preliminary results suggest a positive reception, with participants relishing the engaging blend of exercise and gaming, validating the merits of this innovative approach.