Version 1
: Received: 11 September 2024 / Approved: 12 September 2024 / Online: 14 September 2024 (05:29:07 CEST)
How to cite:
Palmieri, J. L.; Deutsch, J. E. The Effects of Competition on Exercise Intensity and the User Experience of Exercise, during Virtual Reality Bicycling for Young Adults. Preprints2024, 2024091020. https://doi.org/10.20944/preprints202409.1020.v1
Palmieri, J. L.; Deutsch, J. E. The Effects of Competition on Exercise Intensity and the User Experience of Exercise, during Virtual Reality Bicycling for Young Adults. Preprints 2024, 2024091020. https://doi.org/10.20944/preprints202409.1020.v1
Palmieri, J. L.; Deutsch, J. E. The Effects of Competition on Exercise Intensity and the User Experience of Exercise, during Virtual Reality Bicycling for Young Adults. Preprints2024, 2024091020. https://doi.org/10.20944/preprints202409.1020.v1
APA Style
Palmieri, J. L., & Deutsch, J. E. (2024). The Effects of Competition on Exercise Intensity and the User Experience of Exercise, during Virtual Reality Bicycling for Young Adults. Preprints. https://doi.org/10.20944/preprints202409.1020.v1
Chicago/Turabian Style
Palmieri, J. L. and Judith E Deutsch. 2024 "The Effects of Competition on Exercise Intensity and the User Experience of Exercise, during Virtual Reality Bicycling for Young Adults" Preprints. https://doi.org/10.20944/preprints202409.1020.v1
Abstract
Background: Regular moderate-vigorous intensity exercise is recommended for adults as it can improve longevity and reduce health risks associated with a sedentary lifestyle. However, there are barriers to achieving intense exercise that may be addressed using virtual reality (VR) as a tool to promote exercise intensity and adherence, particularly through visual feedback and competition. The purpose of this work is to compare visual feedback and competition within fully-immersive VR to enhance exercise intensity and user experience of exercise for young adults; and to describe and compare visual attention during each of the conditions. Methods: Young adults (21- 34 years old) bicycled in three 5-minute VR conditions (visual feedback, self-competition and competition against others). Exercise intensity (cycling cadence and % of maximum heart rate) and visual attention (derived from a wearable eye tracking sensor) were measured continuously. User experience was measured by an intrinsic motivation questionnaire, perceived effort and participant preference. A repeated measures ANOVA with paired t-test post-hoc tests was conducted to detect differences between conditions. Results: Participants exercised at a higher intensity and had higher intrinsic motivation in the two competitive conditions compared to visual feedback. Further, participants preferred the competitive conditions and only reached a vigorous exercise intensity during self-competition. Visual exploration was higher in visual feedback compared to self-competition. Conclusion: For young adults bicycling in VR, competition promoted higher exercise intensity and motivation compared to visual feedback.
Biology and Life Sciences, Biology and Biotechnology
Copyright:
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.