Development of A Pandemic-Inspired Virtual Reality Exergame to Encourage Exercise During a Lockdown
- 10.2991/978-2-494069-57-2_30How to use a DOI?
- Exergaming; Virtual Reality; Pandemic
During the COVID-19 pandemic, physical activity is significantly reduced due to various lockdown requirements and the closures of parks, gyms and fitness centres. The reduced physical activity greatly impacts human heath which may lead to various health issues such as obesity and the people with those conditions are usually associated with a worse outcome once he or she is infected with COVID-19. Exergaming which is defined as technology-driven exercise is expected to make exercise an enjoyable experience by including entertaining game elements into physical activity. To further encourage adoption of exergaming during the pandemic lockdown, this project introduces three additional elements into exergaming. Virtual reality is the first element added for immersive experience to make the participant more engaging with the exergame. The second element is the musical rhythm that is usually associated with physical exercises that is known to provide both physiological and psychological benefits. The last element is the game design that is the metaphor for successfully combating pandemic viruses for inspirational positive thinking. A user testing survey is planned but due to the pandemic lockdown the participation number is very low, but the limited responses still show positive feedbacks.
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Cite this article
TY - CONF AU - Wen Jiun Yap AU - Suan Siang Foo AU - Chen Wai Wong PY - 2022 DA - 2022/12/24 TI - Development of A Pandemic-Inspired Virtual Reality Exergame to Encourage Exercise During a Lockdown BT - Proceedings of the 2nd International Conference on Creative Multimedia 2022 (ICCM 2022) PB - Atlantis Press SP - 287 EP - 293 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-494069-57-2_30 DO - 10.2991/978-2-494069-57-2_30 ID - Yap2022 ER -