A Review of Gamification in Virtual Reality (VR) Sport
DOI:
https://doi.org/10.4108/eai.13-7-2018.163212Keywords:
Virtual Reality, gamification, sport, User ExperienceAbstract
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.
Downloads
Published
How to Cite
Issue
Section
License
This is an open-access article distributed under the terms of the Creative Commons Attribution CC BY 3.0 license, which permits unlimited use, distribution, and reproduction in any medium so long as the original work is properly cited.
Funding data
-
Universiti Teknologi Malaysia
Grant numbers Q.J130000.3509.05G07