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In the present study, we measured the emotional state, motivation, and performance (punch speed) of 47 participants playing a VR exergame with an emotional (happy\/angry) or neutral virtual coach. Results show that the happy and angry coach significantly affected the players' emotions. Furthermore, interacting with the emotional coaches leads to higher motivation, whereas the angry coach causes a reduction of feeling related. \nAlso, we found a significant positive correlation between the increase in anger and punch speed. Our results show that adding an emotional component to virtual coaches into exergames is promising for increasing motivation and performance. 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