Chronology of self-competition in virtual reality exergames: A historical review
Competing against others with better performances can demotivate and reduce players’ performances in Virtual Reality (VR) exergames. Due to this concern, previous studies have found a better solution to this which involves a system of players against themselves in VR exergames. However, the mileston...
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Elsevier B.V.
2022
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author | Bahrin, Abdul Syafiq Sunar, Mohd. Shahrizal Mohd. Latip, Hadafi Fitri Zamri, Muhamad Najib |
author_facet | Bahrin, Abdul Syafiq Sunar, Mohd. Shahrizal Mohd. Latip, Hadafi Fitri Zamri, Muhamad Najib |
author_sort | Bahrin, Abdul Syafiq |
collection | ePrints |
description | Competing against others with better performances can demotivate and reduce players’ performances in Virtual Reality (VR) exergames. Due to this concern, previous studies have found a better solution to this which involves a system of players against themselves in VR exergames. However, the milestone of self-competition in VR exergames has not yet been compiled, compared, and discussed, as there is still room for future improvements. Therefore, this article discusses the evolution of self-competition in VR exergames, and highlights the state of the art for future studies. Related papers were gathered through keyword search strings, handpicking, and snowballing methods. Studies on self-competition in VR exergames have begun since 2007. Two categories of self-competition have been identified and suggested, which are “leaderboard” and “ghost”. The “ghost” category of self-competition is better than the “leaderboard” self-competition category in terms of enjoyment and motivation. Among the “ghost” self-competition studies, there have been implementations of a physiological technique called feedforward that has better significant results. The feedforward technique has a promising contribution towards society, especially for sedentary, less fit, and less competitive individuals. |
first_indexed | 2024-03-05T21:28:25Z |
format | Article |
id | utm.eprints-103715 |
institution | Universiti Teknologi Malaysia - ePrints |
last_indexed | 2024-03-05T21:28:25Z |
publishDate | 2022 |
publisher | Elsevier B.V. |
record_format | dspace |
spelling | utm.eprints-1037152023-11-23T08:40:06Z http://eprints.utm.my/103715/ Chronology of self-competition in virtual reality exergames: A historical review Bahrin, Abdul Syafiq Sunar, Mohd. Shahrizal Mohd. Latip, Hadafi Fitri Zamri, Muhamad Najib QA75 Electronic computers. Computer science Competing against others with better performances can demotivate and reduce players’ performances in Virtual Reality (VR) exergames. Due to this concern, previous studies have found a better solution to this which involves a system of players against themselves in VR exergames. However, the milestone of self-competition in VR exergames has not yet been compiled, compared, and discussed, as there is still room for future improvements. Therefore, this article discusses the evolution of self-competition in VR exergames, and highlights the state of the art for future studies. Related papers were gathered through keyword search strings, handpicking, and snowballing methods. Studies on self-competition in VR exergames have begun since 2007. Two categories of self-competition have been identified and suggested, which are “leaderboard” and “ghost”. The “ghost” category of self-competition is better than the “leaderboard” self-competition category in terms of enjoyment and motivation. Among the “ghost” self-competition studies, there have been implementations of a physiological technique called feedforward that has better significant results. The feedforward technique has a promising contribution towards society, especially for sedentary, less fit, and less competitive individuals. Elsevier B.V. 2022 Article PeerReviewed Bahrin, Abdul Syafiq and Sunar, Mohd. Shahrizal and Mohd. Latip, Hadafi Fitri and Zamri, Muhamad Najib (2022) Chronology of self-competition in virtual reality exergames: A historical review. Entertainment Computing, 43 (NA). pp. 1-10. ISSN 1875-9521 http://dx.doi.org/10.1016/j.entcom.2022.100513 DOI : 10.1016/j.entcom.2022.100513 |
spellingShingle | QA75 Electronic computers. Computer science Bahrin, Abdul Syafiq Sunar, Mohd. Shahrizal Mohd. Latip, Hadafi Fitri Zamri, Muhamad Najib Chronology of self-competition in virtual reality exergames: A historical review |
title | Chronology of self-competition in virtual reality exergames: A historical review |
title_full | Chronology of self-competition in virtual reality exergames: A historical review |
title_fullStr | Chronology of self-competition in virtual reality exergames: A historical review |
title_full_unstemmed | Chronology of self-competition in virtual reality exergames: A historical review |
title_short | Chronology of self-competition in virtual reality exergames: A historical review |
title_sort | chronology of self competition in virtual reality exergames a historical review |
topic | QA75 Electronic computers. Computer science |
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