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Effects of Exergaming on College Students' Situational Interest, Self-Efficacy, and Motion Sickness. J Clin Med 2022; 11:jcm11051253. [PMID: 35268345 PMCID: PMC8911363 DOI: 10.3390/jcm11051253] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2022] [Revised: 02/14/2022] [Accepted: 02/22/2022] [Indexed: 02/08/2023] Open
Abstract
Objective: Given the low levels of physical activity (PA) among U.S. college students, the use of exergaming as a supplement to traditional exercise may promote higher levels of motivation and PA. Therefore, this study’s purpose was to examine the effect of two different exergames on college students’ situational interest (SI), self-efficacy (SE), and equilibrium change (EQC) compared to traditional treadmill walking. Methods: Sixty college students (30 female; Mage = 23.6 ± 4.1 years; MBMI = 23.9 ± 4.0 kg/m2) participated in three separate 20 min exercise sessions: (1) Xbox 360 Kinect Just Dance; (2) Xbox 360 Kinect Reflex Ridge; and (3) traditional treadmill walking at 4.0 mph. Participants’ SI, SE, and EQC were measured after each session using a series of validated surveys. Results: A mixed model analysis of covariance (ANCOVA) with repeated measures evaluated mean differences between exercise sessions for all outcomes. Significant main effects were observed between the three exercise sessions (all p < 0.01). Specifically, Just Dance and Reflex Ridge sessions yielded significantly higher SI scores than treadmill exercise, F (10, 49) = 54.61, p < 0.01, η2 = 0.92. In addition, participants experienced significantly lower EQC in Reflex Ridge than in treadmill exercise, F (2, 58) = 4.26, p = 0.02, η2 = 0.13. No differences were identified for SE. Conclusion: The integration of exergaming into traditional exercise routines may help to promote higher levels of SI but not SE amongst college students. RR exergaming also demonstrated low EQC as compared to traditional exercise. Experimental study designs are warranted to provide additional evidence on the efficacy of exergaming.
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Chang CH, Stoffregen TA, Tseng LY, Lei MK, Cheng KB. Control of a virtual vehicle influences postural activity and motion sickness in pre-adolescent children. Hum Mov Sci 2021; 78:102832. [PMID: 34157576 DOI: 10.1016/j.humov.2021.102832] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/10/2019] [Revised: 06/18/2020] [Accepted: 06/16/2021] [Indexed: 11/29/2022]
Abstract
Among adults, persons in control of a vehicle (i.e., drivers) are less likely to experience motion sickness compared to persons in the same vehicle who do not control it (i.e., passengers). This "driver-passenger effect" is well-known in adults, but has not been evaluated in children. Using a yoked-control design with seated pre-adolescent children, we exposed dyads to a driving video game. In each dyad, one child (the driver) drove the virtual vehicle. Their performance was recorded, and later shown to the other child (the passenger). Thus, visual motion stimuli were identical for the members of each dyad. During exposure to the video game, we monitored the quantitative kinematics of head and torso movements. Participants were instructed to discontinue participation immediately if they experienced any symptoms of motion sickness, however mild. Accordingly, the movements that we recorded preceded the onset of motion sickness. Results revealed that Passengers (73.08%) were more likely than Drivers (42.31%) to state that they were motion sick. Drivers tended to move more than passengers, and with a greater degree of multifractality. The magnitude of movement was greater among participants who later reported motion sickness than among those who did not. In addition, for the multifractality of movement a statistically significant interaction revealed that postural precursors of motion sickness differed qualitatively between Drivers and Passengers. Overall, the results reveal that control of a virtual vehicle reduces the risk of motion sickness among pre-adolescent children.
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Affiliation(s)
- Chih-Hui Chang
- Department of Physical Education, National Kaohsiung Normal University, Taiwan.
| | | | - Li-Ya Tseng
- Tainan Municipal Anshun Elementary School, Taiwan
| | - Man Kit Lei
- Institute of Physical Education, Health and Leisure Studies, National Cheng Kung University, Taiwan
| | - Kuangyou B Cheng
- Institute of Physical Education, Health and Leisure Studies, National Cheng Kung University, Taiwan
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Anxiety does not always affect balance: the predominating role of cognitive engagement in a video gaming task. Exp Brain Res 2021; 239:2001-2014. [PMID: 33909113 DOI: 10.1007/s00221-021-06104-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/30/2021] [Accepted: 03/31/2021] [Indexed: 10/21/2022]
Abstract
Scientists have predominantly assessed anxiety's impact on postural control when anxiety is created by the need to maintain balance (e.g., standing at heights). In the present study, we investigate how postural control and its mechanisms (i.e., vestibular function) are impacted when anxiety is induced by an unrelated task (playing a video game). Additionally, we compare watching and playing a game to dissociate postural adaptations caused by increased engagement rather than anxiety. Participants [N = 25, female = 8, M (SD) age = 23.5 (3.9)] held a controller in four standing conditions of varying surface compliance (firm or foam) and with or without peripheral visual occlusion across four blocks: quiet standing (baseline), watching the game with a visual task (watching), playing the game (low anxiety), and playing under anxiety (high anxiety). We measured sway area, sway frequency, root mean square (RMS) sway, anxiety, and mental effort. Limited sway differences emerged between anxiety blocks (only sway area on firm surface). The watching block elicited more sway than baseline (greater sway area and RMS sway; lower sway frequency), and the low anxiety block elicited more sway than the watching block (greater sway area and RMS sway; higher sway frequency). Mental effort was associated with increased sway area and RMS sway. Our findings indicate that anxiety, when generated through competition, has minimal impact on postural control. Postural control primarily adapts according to mental effort and more cognitively engaging task constraints (i.e., playing versus watching). We speculate increased sway reflects the prioritization of attention to game performance over postural control.
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Kim SY, Park H, Jung M, Kim KK. Impact of Body Size Match to an Avatar on the Body Ownership Illusion and User's Subjective Experience. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 23:234-241. [PMID: 32074457 DOI: 10.1089/cyber.2019.0136] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
The current study sought to investigate the effects of matching body movement and body size between an avatar and a participant on the body ownership illusion (BOI), the body size illusion, the sense of presence, simulator sickness, and emotional responses within an immersive virtual reality (IVR). Forty participants experienced their life-sized virtual avatars from a first-person perspective using a full-body motion-capture system. The experiment used a 2 (Motion: Synchrony and Asynchrony) × 2 (Size: Matched and Unmatched) within-subject design. Each participant completed a self-reported questionnaire that evaluated BOI, body size illusion, presence, simulator sickness, and emotional valence. Results showed that matching participant's motion to that of an avatar increased the BOI and sense of presence, while reducing simulator sickness. Furthermore, participants reported more positive emotions when motion was synchronized to the virtual avatar. Most notably, synchronizing body movement between participants and avatars resulted in strong body size illusion even when the body size of an avatar was larger than the one of a participant. To the best of our knowledge, this is the first study to directly link synchronization of user motion and body size to a virtual avatar with user's subjective experience (BOI, body size illusion, sense of presence, simulator sickness, and valence) in IVR. Our findings suggest beneficial effects of synchronized body motion and matched body size between a user and avatar on user's subjective experience in IVR, which can possibly boost the effects of virtual reality applications in the fields of entertainment, psychotherapy, and education.
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Affiliation(s)
- So-Yeon Kim
- Department of Psychology, Duksung Women's University, Seoul, Republic of Korea
| | - Hyojin Park
- Department of Psychology, Duksung Women's University, Seoul, Republic of Korea
| | - Myeongul Jung
- Department of Computer Science, Hanyang University, Seoul, Republic of Korea
| | - Kwanguk Kenny Kim
- Department of Computer Science, Hanyang University, Seoul, Republic of Korea
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Kuiper OX, Bos JE, Diels C. Looking forward: In-vehicle auxiliary display positioning affects carsickness. APPLIED ERGONOMICS 2018; 68:169-175. [PMID: 29409631 DOI: 10.1016/j.apergo.2017.11.002] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/09/2017] [Revised: 11/03/2017] [Accepted: 11/04/2017] [Indexed: 06/07/2023]
Abstract
Carsickness is associated with a mismatch between actual and anticipated sensory signals. Occupants of automated vehicles, especially when using a display, are at higher risk of becoming carsick than drivers of conventional vehicles. This study aimed to evaluate the impact of positioning of in-vehicle displays, and subsequent available peripheral vision, on carsickness of passengers. We hypothesized that increased peripheral vision during display use would reduce carsickness. Seated in the front passenger seat 18 participants were driven a 15-min long slalom on two occasions while performing a continuous visual search-task. The display was positioned either at 1) eye-height in front of the windscreen, allowing peripheral view on the outside world, and 2) the height of the glove compartment, allowing only limited view on the outside world. Motion sickness was reported at 1-min intervals. Using a display at windscreen height resulted in less carsickness compared to a display at glove compartment height.
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Affiliation(s)
- Ouren X Kuiper
- VU University, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences, Amsterdam, The Netherlands.
| | - Jelte E Bos
- VU University, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences, Amsterdam, The Netherlands; TNO Perceptual and Cognitive Systems, Soesterberg, The Netherlands
| | - Cyriel Diels
- Coventry University, Centre for Mobility and Transport, Coventry, UK
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Stoffregen TA, Chang CH, Chen FC, Zeng WJ. Effects of decades of physical driving on body movement and motion sickness during virtual driving. PLoS One 2017; 12:e0187120. [PMID: 29121059 PMCID: PMC5679615 DOI: 10.1371/journal.pone.0187120] [Citation(s) in RCA: 27] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/05/2017] [Accepted: 10/13/2017] [Indexed: 11/28/2022] Open
Abstract
We investigated relations between experience driving physical automobiles and motion sickness during the driving of virtual automobiles. Middle-aged individuals drove a virtual automobile in a driving video game. Drivers were individuals who had possessed a driver’s license for approximately 30 years, and who drove regularly, while non-drivers were individuals who had never held a driver’s license, or who had not driven for more than 15 years. During virtual driving, we monitored movement of the head and torso. During virtual driving, drivers became motion sick more rapidly than non-drivers, but the incidence and severity of motion sickness did not differ as a function of driving experience. Patterns of movement during virtual driving differed as a function of driving experience. Separately, movement differed between participants who later became motion sick and those who did not. Most importantly, physical driving experience influenced patterns of postural activity that preceded motion sickness during virtual driving. The results are consistent with the postural instability theory of motion sickness, and help to illuminate relations between the control of physical and virtual vehicles.
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Affiliation(s)
- Thomas A. Stoffregen
- School of Kinesiology, Affordance Perception-Action Laboratory, University of Minnesota, Minneapolis, Minnesota, United States of America
- * E-mail:
| | - Chih-Hui Chang
- Department of Physical Education, National Kaohsiung Normal University, Kaohsiung, Taiwan
| | - Fu-Chen Chen
- Department of Physical Education, National Kaohsiung Normal University, Kaohsiung, Taiwan
| | - Wei-Jhong Zeng
- Department of Physical Education, National Kaohsiung Normal University, Kaohsiung, Taiwan
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Merta M, Kelling N. Effects of Level of Control on Simulator Sickness Using a Virtual Reality Head Mounted Device. ACTA ACUST UNITED AC 2016. [DOI: 10.1177/1541931215591237] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Virtual Reality (VR) devices have remained primarily within the medical and military field for occupational training with varying success while personal VR usage for entertainment has been relatively stagnant. This trend is expected to change with VR head mounted devices (HMD) being targeted by several tech businesses such as Facebook and Samsung. The current study focuses on three different types of control levels: high, medium, and low. Each of these is categorized based on the amount of interactivity allowed within the VR application. Participants (n=12) took part in a within-subjects experiment where they used three programs and reported feelings of simulation induced motion sickness, or simulation sickness, for each one. Results identified significant differences between the programs. Factors related to VR accommodation are discussed.
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Munafo J, Diedrick M, Stoffregen TA. The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects. Exp Brain Res 2016; 235:889-901. [PMID: 27915367 DOI: 10.1007/s00221-016-4846-7] [Citation(s) in RCA: 143] [Impact Index Per Article: 17.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/15/2016] [Accepted: 11/24/2016] [Indexed: 11/29/2022]
Abstract
Anecdotal reports suggest that motion sickness may occur among users of contemporary, consumer-oriented head-mounted display systems and that women may be at greater risk. We evaluated the nauseogenic properties of one such system, the Oculus Rift. The head-mounted unit included motion sensors that were sensitive to users' head movements, such that head movements could be used as control inputs to the device. In two experiments, seated participants played one of two virtual reality games for up to 15 min. In Experiment 1, 22% of participants reported motion sickness, and the difference in incidence between men and women was not significant. In Experiment 2, motion sickness was reported by 56% of participants, and incidence among women (77.78%) was significantly greater than among men (33.33%). Before participants were exposed to the head-mounted display system, we recorded their standing body sway during the performance of simple visual tasks. In both experiments, patterns of pre-exposure body sway differed between participants who (later) reported motion sickness and those who did not. In Experiment 2, sex differences in susceptibility to motion sickness were preceded by sex differences in body sway. These postural effects confirm a prediction of the postural instability theory of motion sickness. The results indicate that users of contemporary head-mounted display systems are at significant risk of motion sickness and that in relation to motion sickness these systems may be sexist in their effects.
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Affiliation(s)
- Justin Munafo
- University of Minnesota, Minneapolis, Minnesota, USA
| | - Meg Diedrick
- University of Minnesota, Minneapolis, Minnesota, USA
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Koslucher F, Munafo J, Stoffregen TA. Postural sway in men and women during nauseogenic motion of the illuminated environment. Exp Brain Res 2016; 234:2709-20. [PMID: 27236456 DOI: 10.1007/s00221-016-4675-8] [Citation(s) in RCA: 29] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/28/2015] [Accepted: 05/11/2016] [Indexed: 10/21/2022]
Abstract
We exposed standing men and women to motion relative to the illuminated environment in a moving room. During room motion, we measured the kinematics of standing body sway. Participants were instructed to discontinue immediately if they experienced any symptoms of motion sickness, however mild. For this reason, our analysis of body sway included only movement before the onset of motion sickness. We analyzed the spatial magnitude of postural sway in terms of the positional variability and mean velocity of the center of pressure. We analyzed the multifractality of postural sway in terms of the width of the multifractal spectrum and the degree of multiplicativity of center of pressure positions. Results revealed that postural sway differed between participants who later reported motion sickness and those who did not, replicating previous effects. In a novel effect, postural responses to motion of the illuminated environment differed between women and men. In addition, we identified statistically significant interactions that involved both Sex and motion sickness status. Effects were observed separately in the spatial magnitude and multifractality of sway. The results were consistent with the postural instability theory of motion sickness (Riccio and Stoffregen in Ecol Psychol 3:195-240, 1991) and suggest that Sex differences in motion sickness may be related to Sex differences in the control and stabilization of bodily activity.
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Affiliation(s)
- Frank Koslucher
- School of Kinesiology, University of Minnesota, Minneapolis, MN, 55455, USA
| | - Justin Munafo
- School of Kinesiology, University of Minnesota, Minneapolis, MN, 55455, USA
| | - Thomas A Stoffregen
- School of Kinesiology, University of Minnesota, Minneapolis, MN, 55455, USA.
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Stoffregen TA, Chen YC, Koslucher FC. Motion control, motion sickness, and the postural dynamics of mobile devices. Exp Brain Res 2014; 232:1389-97. [DOI: 10.1007/s00221-014-3859-3] [Citation(s) in RCA: 45] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/13/2013] [Accepted: 01/28/2014] [Indexed: 11/25/2022]
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Caroux L, Le Bigot L, Vibert N. Impact of the motion and visual complexity of the background on players' performance in video game-like displays. ERGONOMICS 2013; 56:1863-1876. [PMID: 24168472 DOI: 10.1080/00140139.2013.847214] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/02/2023]
Abstract
The visual interfaces of virtual environments such as video games often show scenes where objects are superimposed on a moving background. Three experiments were designed to better understand the impact of the complexity and/or overall motion of two types of visual backgrounds often used in video games on the detection and use of superimposed, stationary items. The impact of background complexity and motion was assessed during two typical video game tasks: a relatively complex visual search task and a classic, less demanding shooting task. Background motion impaired participants' performance only when they performed the shooting game task, and only when the simplest of the two backgrounds was used. In contrast, and independently of background motion, performance on both tasks was impaired when the complexity of the background increased. Eye movement recordings demonstrated that most of the findings reflected the impact of low-level features of the two backgrounds on gaze control.
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Affiliation(s)
- Loïc Caroux
- a Centre de Recherches sur la Cognition et l'Apprentissage , UMR 7295 - University of Poitiers/University of Tours/CNRS , Poitiers , France
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Console video games, postural activity, and motion sickness during passive restraint. Exp Brain Res 2013; 229:235-42. [DOI: 10.1007/s00221-013-3609-y] [Citation(s) in RCA: 20] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2012] [Accepted: 06/05/2013] [Indexed: 10/26/2022]
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