Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems 2020
DOI: 10.1145/3313831.3376371
|View full text |Cite
|
Sign up to set email alerts
|

Embedding a VR Game Studio in a Sedentary Workplace

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
3
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
4
3
1

Relationship

0
8

Authors

Journals

citations
Cited by 24 publications
(7 citation statements)
references
References 18 publications
1
3
0
Order By: Relevance
“…While they caution against replacing traditional physical activities with videogames [ 3 ], we argue that it is a welcome alternative, especially during the COVID-19 pandemic. This is in alignment with Yoo et al [ 38 ] wherein they welcome the substitution of VR games to traditional exercises for people involved in sedentary jobs as it is still a useful source of physical exertion and activity. Additionally, a VR study in respect to leisure sport reported that VR sports game facilitates leisure satisfaction and sustainable engagement [ 39 ].…”
Section: Discussionsupporting
confidence: 72%
“…While they caution against replacing traditional physical activities with videogames [ 3 ], we argue that it is a welcome alternative, especially during the COVID-19 pandemic. This is in alignment with Yoo et al [ 38 ] wherein they welcome the substitution of VR games to traditional exercises for people involved in sedentary jobs as it is still a useful source of physical exertion and activity. Additionally, a VR study in respect to leisure sport reported that VR sports game facilitates leisure satisfaction and sustainable engagement [ 39 ].…”
Section: Discussionsupporting
confidence: 72%
“…VR multi-dimensional display capability VR technology will go some way to bridging the educational injustice divide, especially in art since a life of leisurely living for the rich produces the qualifications required of an artist better than the poor struggling in poverty. VR content, with its low marginal cost and long-distance delivery, could make even the remote poor feel like they are there for a learning experience that spans geography and time [13][14]. The children of the rich and powerful can travel thousands of miles to the Sistine Chapel to experience and study the Genesis frescoes for themselves, or they can invite the best experts to talk about them, but using VR technology, this experience can be replicated and disseminated indefinitely, giving the children of the poor the opportunity to experience the best second-hand experiences constructed by virtual technology (Fig.…”
Section: Vr and Art Educationmentioning
confidence: 99%
“…While Astrojumper utilized a three-wall stereoscopic projected display, Charoensook et al [9] showed that VR exergames using a Head-Mounted Display (HMD) can also increase players' heart rates during play sessions. More recently, Yoo et al [1] allowed workers in a sedentary workplace to play a range of commercial VR games during work breaks over the duration of eight weeks and measured their exertion through questionnaires and a wearable heart rate monitor. Their results show that the VR games motivated the workers over a longer period of time to be physically active.…”
Section: Related Workmentioning
confidence: 99%
“…One way to tackle this problem is to use Virtual Reality (VR) games that encourage physical exercise. The use of VR exercise games (often called exergames) has been shown to increase the motivation to do physical activity for workers in sedentary occupations [1], [2].…”
Section: Introductionmentioning
confidence: 99%