Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame

要旨

Customised avatars are a powerful tool to increase identification, engagement and intrinsic motivation in digital games. We investigated the effects of customisation in a self-competitive VR exergame by modelling players and their previous performance in the game with customised avatars. In a first study we found that, similar to non-exertion games, customisation significantly increased identification and intrinsic motivation, as well as physical performance in the exergame. In a second study we identified a more complex relationship with the customisation style: idealised avatars increased wishful identification but decreased exergame performance compared to realistic avatars. In a third study, we found that 'enhancing' realistic avatars with idealised characteristics increased wishful identification, but did not have any adverse effects. We discuss the findings based on feedforward and self-determination theory, proposing notions of intrinsic identification (fostering a sense of self) and extrinsic identification (drawing away from the self) to explain the results.

受賞
Best Paper
キーワード
Avatar customisation
identification
virtual reality
exergaming
feedforward
著者
Jordan Koulouris
University of Bath, Bath, Somerset, United Kingdom
Zoe Jeffery
University of Bath, Bath, Somerset, United Kingdom
James Best
University of Bath, Bath, Somerset, United Kingdom
Eamonn O'Neill
University of Bath, Bath, Somerset, United Kingdom
Christof Lutteroth
University of Bath, Bath, Somerset, United Kingdom
DOI

10.1145/3313831.3376661

動画

会議: CHI 2020

The ACM CHI Conference on Human Factors in Computing Systems

セッション: A closer look at players

Paper session
Paper
313B O'AHU
2020-04-28 23:00:00
2020-04-29 00:15:00
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