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      Competition and cooperation with virtual players in an exergame

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          Abstract

          Two cross-sectional studies investigated the effects of competition and cooperation with virtual players on exercise performance in an immersive virtual reality (VR) cycle exergame. Study 1 examined the effects of: (1) self-competition whereby participants played the exergame while competing against a replay of their previous exergame session (Ghost condition), and (2) playing the exergame with a virtual trainer present (Trainer condition) on distance travelled and calories expended while cycling. Study 2 examined the effects of (1) competition with a virtual trainer system (Competitive condition) and (2) cooperation with a virtual trainer system (Cooperative condition). Post exergame enjoyment and motivation were also assessed.

          The results of Study 1 showed that the trainer system elicited a lesser distance travelled than when playing with a ghost or on one’s own. These results also showed that competing against a ghost was more enjoyable than playing on one’s own or with the virtual trainer. There was no significant difference between the participants’ rated enjoyment and motivation and their distance travelled or calories burned. The findings of Study 2 showed that the competitive trainer elicited a greater distance travelled and caloric expenditure, and was rated as more motivating. As in Study 1, enjoyment and motivation were not correlated with distance travelled and calories burned.

          Conclusion

          Taken together, these results demonstrate that a competitive experience in exergaming is an effective tool to elicit higher levels of exercise from the user, and can be achieved through virtual substitutes for another human player.

          Most cited references22

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          Sex Differences in Video Game Play:: A Communication-Based Explanation

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            Who plays, how much, and why? Debunking the stereotypical gamer profile

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              Physical activity and inactivity in an adult population assessed by accelerometry.

              Strong evidence suggests a link between physical inactivity and chronic disease prevalence in the adult population. To target the right groups for interventions in a population, accurate assessment of physical activity is important. The objective of this study was to assess the levels and pattern of physical activity and inactivity in an adult population sample using an objective method. In total, 1114 adults (56% women, 45+/-15 yr), randomly recruited from the Swedish population across a year, used an accelerometer (Actigraph MTI) for seven consecutive days. Inactivity was defined as 5724 counts per minute, respectively. Average intensity was measured as counts per minute. The adults were active in at least moderate-intensity activity for a median (intraquartile range) of 31 (18-47) min.d(-1). Fifty-two percent accumulated 30 min.d(-1) of at least moderate-intensity physical activity. Only 1% achieved those 30 min from three or more bouts of at least 10 min. Average intensity, moderate and vigorous physical activity was lower with higher age or body mass index (BMI). Men spent more time than women in moderate and vigorous physical activity, but there was no gender difference in average intensity. The variation in inactivity could not be explained by gender, age, or BMI. Objectively obtained estimates of physical activity yielded lower values and a different activity pattern compared with those obtained by commonly used self-reports. This highlights the need to better understand the nature and measurement issues of health-enhancing physical activity of adults.
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                Author and article information

                Contributors
                Journal
                peerj-cs
                PeerJ Comput. Sci.
                peerj-cs
                PeerJ Computer Science
                PeerJ Comput. Sci.
                PeerJ Inc. (San Francisco, USA )
                2376-5992
                31 October 2016
                : 2
                : e92
                Affiliations
                [1 ]Department of Computer Science, University of Auckland , Auckland, New Zealand
                [2 ]School of Psychology, University of Auckland , Auckland, New Zealand
                [3 ]Department of Computer Science, University of Bath , Bath, United Kingdom
                Article
                cs-92
                10.7717/peerj-cs.92
                d35ef997-724d-4ae6-91a4-15445ba9d0ac
                © 2016 Shaw et al.

                This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, reproduction and adaptation in any medium and for any purpose provided that it is properly attributed. For attribution, the original author(s), title, publication source (PeerJ Computer Science) and either DOI or URL of the article must be cited.

                This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, reproduction and adaptation in any medium and for any purpose provided that it is properly attributed. For attribution, the original author(s), title, publication source (PeerJ Computer Science) and either DOI or URL of the article must be cited.

                History
                : 17 May 2016
                : 14 September 2016
                Funding
                Funded by: University of Auckland Faculty Research Development Fund
                Award ID: 3709146
                This work was supported by the University of Auckland Faculty Research Development Fund [grant number 3709146]. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.
                Categories
                Human-Computer Interaction
                Emerging Technologies

                Computer science
                Exergame,Virtual reality,Competition,Cooperation,Motivation
                Computer science
                Exergame, Virtual reality, Competition, Cooperation, Motivation

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