{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,6,13]],"date-time":"2026-06-13T07:21:56Z","timestamp":1781335316016,"version":"3.54.1"},"reference-count":54,"publisher":"Association for Computing Machinery (ACM)","issue":"4","license":[{"start":{"date-parts":[[2024,11,19]],"date-time":"2024-11-19T00:00:00Z","timestamp":1731974400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["ACM Games"],"published-print":{"date-parts":[[2024,12,31]]},"abstract":"<jats:p>The design of virtual environments (VEs) can strongly influence users\u2019 emotions. These VEs are also an important aspect of immersive Virtual Reality (VR) exergames \u2013 training system that can inspire athletes to train in a highly motivated way and achieve a higher training intensity. VR-based training and rehabilitation systems can increase a user\u2019s motivation to train and to repeat physical exercises. The surrounding VE can potentially predominantly influence users\u2019 motivation and hence potentially even physical performance. Besides providing potentially motivating environments, physical training can be enhanced by gamification. However, it is unclear whether the surrounding VE of a VR-based physical training system influences the effectiveness of gamification. We investigate whether an emotional positive or emotional negative design influences the sport performance and interacts with the positive effects of gamification. In a user study, we immerse participants in VEs following either an emotional positive, neutral, or negative design and measure the duration the participants can hold a static strength-endurance exercise. The study targeted the investigation of the effects of (1) emotional VE design as well as the (2) presence and absence of gamification. We did not observe significant differences in the performance of the participants independent of the conditions of VE design or gamification. Gamification caused a dominating effect on emotion and motivation over the emotional design of the VEs, thus indicating an overall positive impact. The emotional design influenced the participants\u2019 intrinsic motivation but caused mixed results with respect to emotion. Overall, our results indicate the importance of using gamification and support the commonly used emotional positive VEs for physical training. They further indicate that the design space could also include other emotional directions of VE design.<\/jats:p>","DOI":"10.1145\/3696447","type":"journal-article","created":{"date-parts":[[2024,9,28]],"date-time":"2024-09-28T10:59:49Z","timestamp":1727521189000},"page":"1-26","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":3,"title":["Pushing Yourself to the Limit - Influence of Emotional Virtual Environment Design on Physical Training in VR"],"prefix":"10.1145","volume":"2","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-8614-1888","authenticated-orcid":false,"given":"Sebastian","family":"Oberd\u00f6rfer","sequence":"first","affiliation":[{"name":"Human-Computer Interaction, University of W\u00fcrzburg, W\u00fcrzburg, Germany"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-5345-6501","authenticated-orcid":false,"given":"Sophia C.","family":"Steinhaeusser","sequence":"additional","affiliation":[{"name":"Socially Interactive Agents, University of W\u00fcrzburg, W\u00fcrzburg, Germany"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0009-0000-6391-9389","authenticated-orcid":false,"given":"Amiin","family":"Najjar","sequence":"additional","affiliation":[{"name":"Human-Computer Interaction, University of W\u00fcrzburg, W\u00fcrzburg, Germany"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0009-0005-9354-1635","authenticated-orcid":false,"given":"Clemens","family":"T\u00fcmmers","sequence":"additional","affiliation":[{"name":"Human-Computer Interaction, University of W\u00fcrzburg, W\u00fcrzburg, Germany"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-9340-9600","authenticated-orcid":false,"given":"Marc Erich","family":"Latoschik","sequence":"additional","affiliation":[{"name":"Human-Computer Interaction, University of W\u00fcrzburg, W\u00fcrzburg, Germany"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"320","published-online":{"date-parts":[[2024,11,19]]},"reference":[{"key":"e_1_3_2_2_2","doi-asserted-by":"publisher","DOI":"10.1145\/3265845.3265848"},{"key":"e_1_3_2_3_2","doi-asserted-by":"publisher","unstructured":"B. Breyer and M. Bluemke. 2016. Deutsche Version der Positive and Negative Affect Schedule PANAS (GESIS Panel). 10.6102\/zis242","DOI":"10.6102\/zis242"},{"key":"e_1_3_2_4_2","doi-asserted-by":"publisher","DOI":"10.3390\/educsci13020183"},{"key":"e_1_3_2_5_2","doi-asserted-by":"publisher","DOI":"10.1145\/2181037.2181040"},{"key":"e_1_3_2_6_2","doi-asserted-by":"publisher","DOI":"10.14198\/jhse.2020.153.06"},{"key":"e_1_3_2_7_2","doi-asserted-by":"publisher","DOI":"10.1080\/17461391.2018.1542459"},{"key":"e_1_3_2_8_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2020.106346"},{"key":"e_1_3_2_9_2","doi-asserted-by":"publisher","DOI":"10.3102\/00346543042003237"},{"key":"e_1_3_2_10_2","doi-asserted-by":"publisher","DOI":"10.1145\/3404983.3405507"},{"key":"e_1_3_2_11_2","doi-asserted-by":"publisher","DOI":"10.1023\/A:1005614228250"},{"key":"e_1_3_2_12_2","first-page":"1421","volume-title":"The First IEEE VR Workshop on Applied VR for Enhanced Healthcare (AVEH)","author":"Hamzeheinejad Negin","year":"2019","unstructured":"Negin Hamzeheinejad, Daniel Roth, Daniel G\u00f6tz, Franz Weilbach, and Marc Erich Latoschik. 2019. Physiological effectivity and user experience of immersive gait rehabilitation. In The First IEEE VR Workshop on Applied VR for Enhanced Healthcare (AVEH). IEEE, 1421\u20131429. https:\/\/downloads.hci.informatik.uni-wuerzburg.de\/2019-ieeevr-workshop-vr-gait-preprint.pdf"},{"key":"e_1_3_2_13_2","doi-asserted-by":"publisher","DOI":"10.17169\/fqs-4.1.747"},{"key":"e_1_3_2_14_2","doi-asserted-by":"publisher","DOI":"10.1177\/154193120605000909"},{"key":"e_1_3_2_15_2","doi-asserted-by":"publisher","DOI":"10.1016\/S0166-4115(08)62386-9"},{"issue":"4","key":"e_1_3_2_16_2","doi-asserted-by":"crossref","first-page":"315","DOI":"10.3102\/10769986017004315","article-title":"Summarizing Monte Carlo results in methodological research: The one-and two-factor fixed effects ANOVA cases","volume":"17","author":"Harwell Michael R.","year":"1992","unstructured":"Michael R. Harwell, Elaine N. Rubinstein, William S. Hayes, and Corley C. Olds. 1992. Summarizing Monte Carlo results in methodological research: The one-and two-factor fixed effects ANOVA cases. Journal of Educational Statistics 17, 4 (1992), 315\u2013339.","journal-title":"Journal of Educational Statistics"},{"key":"e_1_3_2_17_2","volume-title":"Multiple Comparisons: Theory and Methods","author":"Hsu Jason","year":"1996","unstructured":"Jason Hsu. 1996. Multiple Comparisons: Theory and Methods. CRC Press."},{"key":"e_1_3_2_18_2","unstructured":"HTC Corporation. 2011\u20132022. HTC Vive. Available at https:\/\/www.vive.com"},{"key":"e_1_3_2_19_2","doi-asserted-by":"publisher","DOI":"10.1162\/pres.15.4.455"},{"key":"e_1_3_2_20_2","unstructured":"JASP Team. 2021. JASP. https:\/\/jasp-stats.org\/"},{"key":"e_1_3_2_21_2","doi-asserted-by":"publisher","DOI":"10.1145\/3411764.3445588"},{"key":"e_1_3_2_22_2","doi-asserted-by":"publisher","DOI":"10.1162\/pres_a_00124"},{"key":"e_1_3_2_23_2","doi-asserted-by":"publisher","DOI":"10.1145\/3562939.3565628"},{"key":"e_1_3_2_24_2","doi-asserted-by":"publisher","DOI":"10.1145\/3411764.3445160"},{"key":"e_1_3_2_25_2","doi-asserted-by":"publisher","DOI":"10.1145\/3410404.3414261"},{"key":"e_1_3_2_26_2","doi-asserted-by":"publisher","DOI":"10.1145\/3313831.3376661"},{"key":"e_1_3_2_27_2","first-page":"87","volume-title":"Annual Review of Cybertherapy and Telemedicine (ARCTT)","author":"Liszio Stefan","year":"2018","unstructured":"Stefan Liszio, Linda Graf, and Maic Masuch. 2018. The relaxing effect of virtual nature - Immersive technology provides relief in acute stress situations. In Annual Review of Cybertherapy and Telemedicine (ARCTT), Brenda K. Wiederhold, Giuseppe Riva, and St\u00e9phane Bouchard (Eds.). Interactive Media Institute, San Diego, CA, USA, 87\u201393."},{"key":"e_1_3_2_28_2","doi-asserted-by":"publisher","DOI":"10.1109\/ISMAR50242.2020.00084"},{"key":"e_1_3_2_29_2","doi-asserted-by":"publisher","DOI":"10.1109\/TVCG.2023.3247089"},{"key":"e_1_3_2_30_2","first-page":"734","volume-title":"Proceedings of the IEEE 1992 National Aerospace and Electronics Conference (NAECON)","author":"Moroney William F.","year":"1992","unstructured":"William F. Moroney, David W. Biers, F. Thomas Eggemeier, and Jennifer A. Mitchell. 1992. A comparison of two scoring procedures with the NASA task load index in a simulated flight task. In Proceedings of the IEEE 1992 National Aerospace and Electronics Conference (NAECON). 734\u2013740."},{"key":"e_1_3_2_31_2","doi-asserted-by":"publisher","DOI":"10.1007\/s10055-017-0320-5"},{"key":"e_1_3_2_32_2","doi-asserted-by":"publisher","DOI":"10.1145\/2554850.2555009"},{"key":"e_1_3_2_33_2","volume-title":"Proceedings of Meaningful Play 2010","author":"Oh Yoonsin","year":"2010","unstructured":"Yoonsin Oh and Stephen Yang. 2010. Defining exergames & exergaming. In Proceedings of Meaningful Play 2010."},{"key":"e_1_3_2_34_2","doi-asserted-by":"publisher","DOI":"10.1145\/3313831.3376221"},{"key":"e_1_3_2_35_2","doi-asserted-by":"publisher","DOI":"10.1089\/cpb.2006.9993"},{"key":"e_1_3_2_36_2","doi-asserted-by":"publisher","DOI":"10.1080\/02701367.2006.10599371"},{"key":"e_1_3_2_37_2","unstructured":"Christina R\u00f6cke and Daniel Gr\u00fchn. 2003. German Translation of the PANAS-X. (2003). Unpublished manuscript Free University Berlin."},{"key":"e_1_3_2_38_2","unstructured":"RootMotion. 2014\u20132022. Final IK. available at https:\/\/assetstore.unity.com\/packages\/tools\/animation\/final-ik-14290"},{"key":"e_1_3_2_39_2","doi-asserted-by":"publisher","DOI":"10.3389\/fpsyg.2019.00617"},{"key":"e_1_3_2_40_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.ijhcs.2014.09.006"},{"key":"e_1_3_2_41_2","doi-asserted-by":"publisher","DOI":"10.1145\/3134301"},{"key":"e_1_3_2_42_2","doi-asserted-by":"publisher","DOI":"10.1098\/rstb.2009.0138"},{"key":"e_1_3_2_43_2","volume-title":"Virtual, Augmented, and Mixed Realities in Education","author":"Slater Mel","year":"2017","unstructured":"Mel Slater. 2017. Implicit learning through embodiment in immersive virtual reality. In Virtual, Augmented, and Mixed Realities in Education, Dejian Liu, Christopher J. Dede, Ronghuai Huang, and John Richards (Eds.). Springer, Singapore."},{"key":"e_1_3_2_44_2","doi-asserted-by":"publisher","DOI":"10.1145\/3304181.3304216"},{"key":"e_1_3_2_45_2","doi-asserted-by":"publisher","DOI":"10.1162\/pres.1997.6.6.603"},{"key":"e_1_3_2_46_2","doi-asserted-by":"publisher","DOI":"10.3389\/frvir.2022.919163"},{"key":"e_1_3_2_47_2","unstructured":"The World\u2019s Strongest Man. 2023. Hercules Hold. https:\/\/www.theworldsstrongestman.com\/events\/hercules-hold\/"},{"key":"e_1_3_2_48_2","doi-asserted-by":"publisher","DOI":"10.1145\/2909132.2909287"},{"key":"e_1_3_2_49_2","unstructured":"Ubisoft Entertainment. 2022. Just Dance 2023 Edition. Available at https:\/\/www.ubisoft.com\/en-us\/game\/just-dance\/2023"},{"key":"e_1_3_2_50_2","unstructured":"Unity Technologies. 2022. Unity. available at https:\/\/unity.com"},{"key":"e_1_3_2_51_2","doi-asserted-by":"publisher","DOI":"10.1109\/TVCG.2018.2794629"},{"key":"e_1_3_2_52_2","volume-title":"The PANAS-X: Manual for the Positive and Negative Affect Schedule - Expanded Form","author":"Watson David","year":"1994","unstructured":"David Watson and Lee Anna Clark. 1994. The PANAS-X: Manual for the Positive and Negative Affect Schedule - Expanded Form. University of Iowa."},{"key":"e_1_3_2_53_2","doi-asserted-by":"publisher","DOI":"10.1186\/s12984-021-00848-w"},{"key":"e_1_3_2_54_2","doi-asserted-by":"publisher","DOI":"10.1162\/105474605323384654"},{"key":"e_1_3_2_55_2","doi-asserted-by":"publisher","DOI":"10.1162\/105474698565686"}],"container-title":["Games: Research and Practice"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3696447","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3696447","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,19]],"date-time":"2025-06-19T01:10:13Z","timestamp":1750295413000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3696447"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,11,19]]},"references-count":54,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2024,12,31]]}},"alternative-id":["10.1145\/3696447"],"URL":"https:\/\/doi.org\/10.1145\/3696447","relation":{},"ISSN":["2832-5516"],"issn-type":[{"value":"2832-5516","type":"electronic"}],"subject":[],"published":{"date-parts":[[2024,11,19]]},"assertion":[{"value":"2023-07-11","order":0,"name":"received","label":"Received","group":{"name":"publication_history","label":"Publication History"}},{"value":"2024-07-30","order":2,"name":"accepted","label":"Accepted","group":{"name":"publication_history","label":"Publication History"}},{"value":"2024-11-19","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}