A Review of Gamification in Virtual Reality (VR) Sport
Autor: | Azyan Yusra Kapi, Nurshamine Nazira Nor, Mohd Shahrizal Sunar |
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Rok vydání: | 2020 |
Předmět: |
Generality
biology lcsh:T Computer science business.industry Athletes media_common.quotation_subject Context (language use) Listing (computer) Virtual reality biology.organism_classification lcsh:Technology Pleasure User experience design Human–computer interaction user experience virtual reality gamification sport business Set (psychology) media_common |
Zdroj: | EAI Endorsed Transactions on Creative Technologies, Vol 6, Iss 21 (2020) |
ISSN: | 2409-9708 |
DOI: | 10.4108/eai.13-7-2018.163212 |
Popis: | PURPOSE: To identify the main findings from research on gamified virtual reality in sport METHODS: The digital databases for this review were searched and visited on 19 May 2019. Gamification AND (“virtual reality” OR sports fitness) were used as a search string or keyword in the paper selection. RESULTS: Thirty -three papers were found after the preliminary searches to narrow down the selections that align with the goals of this study. The selected papers were examined to investigate the characteristics of gamification in a broad context of sports. These findings suggest that the use of gamification methods help physical exercise in the immersive VR setting. CONCLUSION: Through the outcomes of user experience, it can prove that gamification components are boosting the pleasure of the user throughout the physical activity and provide a set of rules to encourage the athlete or user to perform better. Besides, generality of impacts with VR and gamification in sports has been discussed in this paper by listing the advantages and limitations. However, findings need more varied populations, particularly elements, athletes, kids, and older people. |
Databáze: | OpenAIRE |
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