Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames
Wenge Xu, Hai-Ning Liang, Kangyou Yu, Nilufar Baghaei

TL;DR
This study investigates how gameplay uncertainty, display type, and age influence performance, experience, and exertion in exergames, revealing that uncertainty boosts exertion, VR enhances performance without increasing motion sickness, and age-specific design is crucial.
Contribution
Introduces uncertain gameplay elements in exergames and examines their effects across different display types and age groups, providing new insights and design guidelines.
Findings
Uncertain elements increase exertion levels.
VR improves performance without increasing motion sickness.
Age-related design considerations are essential for middle-aged exergame users.
Abstract
Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and certain), with two display types (virtual reality and large display) and across young and middle-aged adults to measure their effect on game performance, experience, and exertion. Results show that (1) our designed uncertain elements are instrumental in increasing exertion levels; (2) when playing a motion-based first-person perspective exergame, virtual reality can improve performance, while maintaining the same motion sickness level as a large display; and (3) exergames for middle-aged adults should be designed with age-related declines in mind, similar to designing for…
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