VR Games That Sense Emotions Boost Fitness Engagement

Study finds that adaptive VR exergames, which track emotional responses, could help fitness professionals improve client retention and engagement

A study from the University of Bath has found that virtual reality (VR) exergames that adapt to users’ emotional states may help improve exercise adherence and enjoyment. The research highlights how sensors embedded in VR headsets and wearable devices can track physiological changes, such as heart rate and facial expressions, to adjust the difficulty of workouts in real time.

This technology could be a key factor in addressing a major challenge: keeping clients and members motivated to continue exercising over time. By responding to emotional cues, VR games can make workouts easier when users struggle or ramp up the difficulty when they are ready for more, reducing the chances of boredom or burnout.

The study, published in the Proceedings of the CHI Conference on Human Factors in Computing Systems, introduces a novel use of sensor technology to track emotions during physical activity, offering a potential solution to boredom or discomfort.

Dr. Dominic Potts, the lead researcher on the project, explained: “Motivation and exercise adherence are common problems in fitness. By adapting the challenge level to match a person’s emotional and physical state, these exergames can keep users engaged and performing at their best.”

Emotion-Tracking Technology 

The study involved 72 participants who took part in a VR cycling race while sensors monitored their physical and emotional responses. These sensors, which measure factors like pupil size, heart rate and skin activity, tracked how users felt while exercising. The game then adjusted in response, with difficulty levels changing based on whether participants were stressed, calm or happy.

In the past, sensors have struggled to accurately measure emotional states during physical activity due to “noise” from movement and virtual environments. However, the team at the University of Bath overcame these obstacles by using a combination of sensors and data-cleaning techniques.

The research was presented at the CHI Conference on Human Factors in Computing Systems, one of the leading events in the field of human-computer interaction, where it received an honorable mention award.

Potential Impact on Fitness

VR “exergames” have grown in popularity as a fun and immersive way to combine gaming with physical exercise, but as with traditional workouts, many users stop using these games when they become too challenging or monotonous. For fitness professionals and enthusiasts, the potential benefits of adaptive VR exergames are clear. These games could make workouts more enjoyable and effective, helping people stay consistent with their exercise routines. By offering a tailored experience that adjusts to each individual’s emotional state, personal trainers who integrate VR into programming may also see improvements in client retention and engagement.

Dr. Christof Lutteroth, co-investigator and director of the Reveal research center at the University of Bath, noted that this technology could soon play a larger role in fitness: “We expect VR-based physical activity to grow in popularity, from schools to rehab centers, and it’s important that we make this technology adaptable to users’ varying emotional and physical states.”

The post VR Games That Sense Emotions Boost Fitness Engagement appeared first on Athletech News.

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