Abstract
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.
Highlights
Virtual reality (VR) technology has evolved widely over the previous few years
Recent advancements in VR can be seen from desktop displays to virtual reality 360 [1] and Head Mounted Display (HMD)
Since motivation is considered as the basis of gamification, this study proposes to analyze the user experience of gamified VR in the setting of sports training
Summary
Virtual reality (VR) technology has evolved widely over the previous few years. In the past literature, recent advancements in VR can be seen from desktop displays to virtual reality 360 [1] and Head Mounted Display (HMD). People in everyday life are often attracted by shortterm incentives rather than long-term rewards. Gamification is one of the approaches to master and practice self-motivation. This paper will describe gamification and VR terms and the relation between both terms which explicitly focusing on VR's user experience in sports. This paper's primary aim is summarized as follows: to analyze the gamification's element in the general context of sports and secondly, the user experience in VR's sports applications. It aims to identify the aspect of gamified virtual reality experienced by the respondents in VR's sports applications. Conclusion and future work will be presented in the final section
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