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Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames

The presence of an audience and its feedback could affect people’s performance and experience during an event, especially related to sports such as tennis or boxing. Similarly, in videogames, players’ gameplay could be affected if there is an audience and its feedback in response to players’ perform...

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Detalles Bibliográficos
Autores principales: Yu, Kangyou, Wen, Shaoyue, Xu, Wenge, Caon, Maurizio, Baghaei, Nilufar, Liang, Hai-Ning
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer London 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10009836/
https://www.ncbi.nlm.nih.gov/pubmed/37360816
http://dx.doi.org/10.1007/s10055-023-00780-5
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author Yu, Kangyou
Wen, Shaoyue
Xu, Wenge
Caon, Maurizio
Baghaei, Nilufar
Liang, Hai-Ning
author_facet Yu, Kangyou
Wen, Shaoyue
Xu, Wenge
Caon, Maurizio
Baghaei, Nilufar
Liang, Hai-Ning
author_sort Yu, Kangyou
collection PubMed
description The presence of an audience and its feedback could affect people’s performance and experience during an event, especially related to sports such as tennis or boxing. Similarly, in videogames, players’ gameplay could be affected if there is an audience and its feedback in response to players’ performance in the environment. The inclusion of an audience with non-player characters (NPC) is common in videogames in general. However, there is a limited exploration of the use of an NPC audience in virtual reality (VR) exergames, especially focusing on elderly players. To fill this gap, this work examines the effect of an NPC audience and its associated feedback (with/without) on elderly users of VR exergames. In a user study, we used 120 NPC in a virtual audience. Results showed that the presence of the NPC audience with responsive feedback led to higher performance (with a higher success rate of performing gesture actions, more successful combinations of actions (or combos for short) performed, and more opponent’s combos prevented) and better gameplay experience (with higher levels of competence, autonomy, relatedness, immersion, and intuitive controls) of elderly players. Our results can help frame the design and engineering of VR exergames that are targeted at elderly users to help them have an enhanced gameplay experience and improve their health.
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spelling pubmed-100098362023-03-13 Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames Yu, Kangyou Wen, Shaoyue Xu, Wenge Caon, Maurizio Baghaei, Nilufar Liang, Hai-Ning Virtual Real Original Article The presence of an audience and its feedback could affect people’s performance and experience during an event, especially related to sports such as tennis or boxing. Similarly, in videogames, players’ gameplay could be affected if there is an audience and its feedback in response to players’ performance in the environment. The inclusion of an audience with non-player characters (NPC) is common in videogames in general. However, there is a limited exploration of the use of an NPC audience in virtual reality (VR) exergames, especially focusing on elderly players. To fill this gap, this work examines the effect of an NPC audience and its associated feedback (with/without) on elderly users of VR exergames. In a user study, we used 120 NPC in a virtual audience. Results showed that the presence of the NPC audience with responsive feedback led to higher performance (with a higher success rate of performing gesture actions, more successful combinations of actions (or combos for short) performed, and more opponent’s combos prevented) and better gameplay experience (with higher levels of competence, autonomy, relatedness, immersion, and intuitive controls) of elderly players. Our results can help frame the design and engineering of VR exergames that are targeted at elderly users to help them have an enhanced gameplay experience and improve their health. Springer London 2023-03-13 /pmc/articles/PMC10009836/ /pubmed/37360816 http://dx.doi.org/10.1007/s10055-023-00780-5 Text en © The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature 2023, Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Original Article
Yu, Kangyou
Wen, Shaoyue
Xu, Wenge
Caon, Maurizio
Baghaei, Nilufar
Liang, Hai-Ning
Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames
title Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames
title_full Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames
title_fullStr Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames
title_full_unstemmed Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames
title_short Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames
title_sort cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10009836/
https://www.ncbi.nlm.nih.gov/pubmed/37360816
http://dx.doi.org/10.1007/s10055-023-00780-5
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