Evidence map›Paper›PMID 31538951›Full record

ArticleJournal of medical Internet research2019

What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews.

Nuša Faric, Henry W W Potts, Adrian Hon, Lee Smith, Katie Newby, Andrew Steptoe, Abi Fisher

Abstract read
In one paragraph

Article in Journal of medical Internet research, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 27 papers.

0numbers the graph read from it
0cells of the map it votes in
27citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

27 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Nuša Faric *Behavioural Science and Health, University College London, London, United Kingdom.ORCID 0000-0002-2826-1478
Henry W W Potts *University College London, London, United Kingdom.ORCID 0000-0002-6200-8804
Adrian Hon *Six to Start, LSD Accountants, London, United Kingdom.ORCID 0000-0003-1658-5069
Lee Smith *The Cambridge Centre for Sport and Exercise Sciences, Anglia Ruskin University, Cambridge, United Kingdom.ORCID 0000-0002-5340-9833
Katie Newby *Coventry Univesity, Coventry, United Kingdom.ORCID 0000-0002-9348-0116
Andrew Steptoe *University College London, London, United Kingdom.ORCID 0000-0001-7808-4943
Abi Fisher *Behavioural Science and Health, University College London, London, United Kingdom.ORCID 0000-0001-9284-6780

Funding

Medical Research Council MR/R015430/1
6 · The paper itself

Abstract

backgroundPhysical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA.

objectiveThis study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design.

methodsWe conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis.

resultsThe reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness.

conclusionsExergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement.

Indexed as

User-Computer InterfaceVirtual RealityBehaviorExerciseHumansInternetMovementObesityQualitative ResearchSedentary BehaviorSportsVideo GamesWeight Lossbehaviorexerciseobesitysedentary lifestylesportsvideo gamesvirtual realityweight loss

Identifiers

PMID31538951
PMCPMC6754685

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.