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Pregled bibliografske jedinice broj: 1265280

The Impact of Video Games on Physical Activity and Motivation for Exercise Using VR Technology


Mikac, Elizabeta; Bernik, Andrija
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)


CROSBI ID: 1265280 Za ispravke kontaktirajte CROSBI podršku putem web obrasca

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



POVEZANOST RADA


Ustanove:
Sveučilište Sjever, Koprivnica

Profili:

Avatar Url Andrija Bernik (autor)

Poveznice na cjeloviti tekst rada:

Pristup cjelovitom tekstu rada doi www.iieta.org

Citiraj ovu publikaciju:

Mikac, Elizabeta; Bernik, Andrija
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)
Mikac, E. & Bernik, A. (2022) 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 (4), 1-8 doi:10.18280/ama_b.651-401.
@article{article, author = {Mikac, Elizabeta and Bernik, Andrija}, year = {2022}, pages = {1-8}, DOI = {10.18280/ama\_b.651-401}, keywords = {VR, motivation, exercise, physical activity, strain, Beat Saber}, journal = {Advances in modelling and analysis. B, Signals, information, data, patterns}, doi = {10.18280/ama\_b.651-401}, volume = {65}, number = {4}, issn = {1240-4543}, title = {The Impact of Video Games on Physical Activity and Motivation for Exercise Using VR Technology}, keyword = {VR, motivation, exercise, physical activity, strain, Beat Saber} }
@article{article, author = {Mikac, Elizabeta and Bernik, Andrija}, year = {2022}, pages = {1-8}, DOI = {10.18280/ama\_b.651-401}, keywords = {VR, motivation, exercise, physical activity, strain, Beat Saber}, journal = {Advances in modelling and analysis. B, Signals, information, data, patterns}, doi = {10.18280/ama\_b.651-401}, volume = {65}, number = {4}, issn = {1240-4543}, title = {The Impact of Video Games on Physical Activity and Motivation for Exercise Using VR Technology}, keyword = {VR, motivation, exercise, physical activity, strain, Beat Saber} }

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