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dc.contributor.advisor Guichard, AnaMarie en_US
dc.contributor.author Hensley, Zachary
dc.date.accessioned 2019-07-11T00:01:04Z
dc.date.available 2019-07-11T00:01:04Z
dc.date.created 2019 May en_US
dc.date.issued 05-29-19
dc.identifier.other Master of Science in Psychology en_US
dc.identifier.uri http://hdl.handle.net/10211.3/211818
dc.description.abstract Previous research has examined the connection between exercise, games, and virtual reality. The present study examined the influence of augmented reality exergaming on positive and negative affect, intentions for future engagement, and enjoyment. Participants were randomly assigned to one of two conditions, a more immersive condition that utilized a virtual reality (VR) headset for the exergames or a less immersive condition that utilized a large screen. Participants’ positive and negative affect were measured using the Positive and Negative Affect Schedule (PANAS), and their enjoyment was measured using the Physical Activity Enjoyment Scale (PACES). Contrary to what was hypothesized, there were no significant differences in pre- and posttest positive and negative affect between conditions. In addition, there were no significant differences in intentions for future engagement in the exergame. Furthermore, greater enjoyment of the exergame was not reported by participants who engaged in less regular exercise. Finally, participants did not underestimate the amount of time they engaged in the exergame. Future researchers might focus on extending the intervention length or manipulating the immersion level to a greater degree.
dc.language.iso en_US en_US
dc.title The effect of virtual reality immersion level on mood, enjoyment level, and intentions of future engagement in exergames
dc.type Thesis en_US
dc.date.updated 2019-07-11T00:01:04Z


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