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Emotional Virtual Characters for Improving Motivation and Performance in VR Exergames

Published: 04 October 2023 Publication History

Abstract

Motivation and high effort in exergames are still open to optimization. In reality, coaches can stimulate athletes' engagement by infecting them with their emotions. However, whether these emotion-influencing effects also occur with virtual coaches remains unclear. In the present study, we measured the emotional state, motivation, and performance (punch speed) of 47 participants playing a VR exergame with an emotional (happy/angry) or neutral virtual coach. Results show that the happy and angry coach significantly affected the players' emotions. Furthermore, interacting with the emotional coaches leads to higher motivation, whereas the angry coach causes a reduction of feeling related. Also, we found a significant positive correlation between the increase in anger and punch speed. Our results show that adding an emotional component to virtual coaches into exergames is promising for increasing motivation and performance. This study highlights the positive effects of emotional virtual characters for improving VR exergames and, therefore, players' health.

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  1. Emotional Virtual Characters for Improving Motivation and Performance in VR Exergames

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    cover image Proceedings of the ACM on Human-Computer Interaction
    Proceedings of the ACM on Human-Computer Interaction  Volume 7, Issue CHI PLAY
    November 2023
    1360 pages
    EISSN:2573-0142
    DOI:10.1145/3554313
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 04 October 2023
    Published in PACMHCI Volume 7, Issue CHI PLAY

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    1. Agents
    2. Emotional Virtual Characters
    3. Emotions
    4. Exergames
    5. Virtual Reality

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    Cited By

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    • (2024)Towards believable and educational conversations with virtual patientsFrontiers in Virtual Reality10.3389/frvir.2024.13772105Online publication date: 21-May-2024
    • (2024)From Novelty to Clinical Practice: Exploring VR Exergames with Physical TherapistsProceedings of the ACM on Human-Computer Interaction10.1145/36770688:CHI PLAY(1-29)Online publication date: 14-Oct-2024
    • (2024)Facilitative Agents with Deliberate Handicaps in Traditional Competitive Games for Improved PlayabilityCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678804(194-199)Online publication date: 14-Oct-2024
    • (2024)The Impact of Emotional Virtual Characters on Emotional State and Player Experience in VR Horror GamesProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3649942(1-13)Online publication date: 21-May-2024
    • (2024)Culture, Emotion, and Cognition: Understanding the Psychological Dynamics of Chinese Sports with Emotional Regulation Skills and Cognitive ReappraisalHeliyon10.1016/j.heliyon.2024.e34306(e34306)Online publication date: Jul-2024

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