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The Effects of Customisation on Player Experiences and Motivation in a Virtual Reality Game

Published: 10 January 2020 Publication History

Abstract

There is a high demand for physical rehabilitation therapies: More than 475,000 Australian citizens are living with the effects of stroke and are engaged in physical therapies. Developing effective physical rehabilitation programs for these individuals is important both for their health outcomes and for the medical field. Virtual Reality (VR) technologies provide opportunities for improvements in this area. One of the opportunities is to create motivational rehabilitation processes for patients' persistence with their therapies. Using the theoretical framework of Self Determination Theory, this paper reports results from an experimental study (N=60) that tested a motivational design principle (i.e., functional and aesthetic customisation) on participants' player experiences in a VR game. The VR game has simple mechanics that share similarities with a type of upper body rehabilitation exercise; which has been validated as effective for the optimal restoration of scapular muscle imbalances. Findings from the study showed that customisation has a positive effect on players' experiences of autonomy need satisfaction and enjoyment in the VR game setting. These findings have implications that aid designers when designing motivational VR physical rehabilitation applications.

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cover image ACM Other conferences
OzCHI '19: Proceedings of the 31st Australian Conference on Human-Computer-Interaction
December 2019
631 pages
ISBN:9781450376969
DOI:10.1145/3369457
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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  • HFESA: Human Factors and Ergonomics Society of Australia Inc.

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Association for Computing Machinery

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Published: 10 January 2020

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Author Tags

  1. Affective Experiences
  2. Autonomy
  3. Customisation
  4. Motivation
  5. Physical Rehabilitation
  6. Player Experience
  7. Self-determination
  8. Virtual Reality

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  • Research
  • Refereed limited

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OZCHI'19
OZCHI'19: 31ST AUSTRALIAN CONFERENCE ON HUMAN-COMPUTER-INTERACTION
December 2 - 5, 2019
WA, Fremantle, Australia

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Overall Acceptance Rate 362 of 729 submissions, 50%

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  • (2023)Mars Up Close: Unpacking University Students’ Experiences with a VR Module in Geology EducationProceedings of the 35th Australian Computer-Human Interaction Conference10.1145/3638380.3638416(595-603)Online publication date: 2-Dec-2023
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