몰입형 VR 엑서게이밍 콘텐츠에 대한 사용자 경험 연구

A Study on User Experiences with Immersive VR Exergame Contents

초록

Based on an extended technology acceptance model, this study quantitatively analyzed the user experience of immersive virtual reality (VR) exergaming among a sample of people (n=70) with prior experience of VR gaming. The results showed that the more enjoyable and stress-relieving the VR exergaming content was, the more useful it was perceived to be for exercise. This usefulness also correlated with specific usage attitudes: the more users perceived VR exergaming as useful for leisure and exercise, the more satisfied and immersed they were in the content. The degree of immersion increased when users perceived a pleasurable feature of the VR content, when they considered themselves heavy users, and when they perceived ease of use with the controls and how to engage in the game. The more self-control they had over their exercise time and the less challenging the content, the more they experienced a sense of physical exercise. Finally, the more satisfied and immersed users were, the more likely they were to say they would become heavy users in the future.

키워드

VR 엑서게이밍 콘텐츠; 사용자 경험; 확장된 기술수용모델; 신체적 활동; 정량적 연구방법론; VR Exergame Content; User Experience; Extended Technology Acceptance Model; Physical Activities; Quantitative Research Methodology
제목
몰입형 VR 엑서게이밍 콘텐츠에 대한 사용자 경험 연구
제목 (타언어)
A Study on User Experiences with Immersive VR Exergame Contents
저자
유가람; 이보아
DOI
10.9728/dcs.2023.24.9.1977
발행일
2023-09
저널명
디지털콘텐츠학회논문지
권
24
호
9
페이지
1977 ~ 1991