Pregled bibliografske jedinice broj: 1265280
The Impact of Video Games on Physical Activity and Motivation for Exercise Using VR Technology
The Impact of Video Games on Physical Activity and Motivation for Exercise Using VR Technology // Advances in modelling & analysis. B, Signals, information, data, patterns, 65 (2022), 4; 1-8 doi:10.18280/ama_b.651-401 (međunarodna recenzija, članak, znanstveni)
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Naslov
The Impact of Video Games on Physical Activity and
Motivation for Exercise Using VR Technology
Autori
Mikac, Elizabeta ; Bernik, Andrija
Izvornik
Advances in modelling & analysis. B, Signals, information, data, patterns (1240-4543) 65
(2022), 4;
1-8
Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni
Ključne riječi
VR ; motivation ; exercise ; physical activity ; strain ; Beat Saber
Sažetak
The goal of this paper is to research the impact of VR games on physical activity, and whether a certain effort exists that would make exercising using the VR technology possible and give motivation to physically active as well as physically inactive people. Although there has been re-search proving VR games enable physical activity and motivation, there is no information about the level of physical activity that physically active and inactive persons experience, nor is there any information on the difference in their motivation to exercise when being immersed into a virtual world. By using the VR equipment, playing Beat Saber game and listening to “Eye of the Tiger”, as well as by analyzing the questionnaire, the obtained results will show that it is more difficult to motivate physically active people to engage in this type of exercise. However, as far as the strain is concerned, there is almost no difference between the two groups.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti