Scholarly Commons - SOECS Senior Projects: Heart Rate Elevation and Virtual Currency Preference in a Virtual Reality Exergame
 

Heart Rate Elevation and Virtual Currency Preference in a Virtual Reality Exergame

Course Instructor

Pramod Gupta

Lead Team Member Affiliation

Computer Science

Second Team Member Affiliation

Computer Science

Abstract

This study investigates the use of the Infinadeck omni-directional treadmill, a "360-degree moving floor" that enables users to naturally navigate virtual reality (VR) environments by continuously returning their position to the center of the treadmill. The research aims to evaluate the reception of two methods of earning virtual currencies, walking points (distance travelled in km) versus kill points (number of enemies killed), and the percentage of objective completions within our VR game. Additionally, the study plans to examine participants' heart rates to assess the potential of the application as an exercise game, known as an exergame. This study seeks to contribute new insights into the features of VR walking games that encourage prolonged and vigorous engagement to meet the criteria for effective exercise. Participants will be tasked with completing a ~15-minute playtest session in which they fulfill the objective of delivering energy orbs to four goal posts, called terminals. After the session, they will complete a brief questionnaire to provide feedback on their preferred currency-earning method and offer suggestions for improvement. As of April 4th, 2025, we have completed 27 playtests in which all participants were able to complete the objectives and each had a raised heart rate. To determine whether the difference between their starting heart rate and max heart rate was significant, we performed a paired samples T-Test which gave a p-value of <0.001, indicating that there is a statistically significant increase in heart rates. The average maximum heart rate was 135.8 bpm, and all participants successfully reached the target heart rate zone for moderate-intensity activity for individuals aged 18 to 29, based on the American Heart Association's Target Heart Rates Chart. For the preferred currencies, we executed a proportions test to see which shop door was most commonly chosen. The options for Door 1 are to purchase extra energy with walking points, health refill with kill points, or extra energy with kill points. The options for Door 2 are to purchase extra energy with walking points, health refill with kill points, or purchase missiles, a new weapon choice, with kill points. For Door 1, there was an almost equal split between choices, showing no significant preference. On the other hand, Door 2 had a higher proportion of users choosing the missile's weapon upgrade, indicating a preference for weapon upgrades. The results for currency preferences are inconclusive, though we gained insight on the upgrade options that participants are more inclined to choose. In conclusion, this research was able to determine that there is a definite increase in heart rates throughout the playtest. It is important to note that the figures from the American Heart Association are averages, so we cannot definitively say that our playtest is a moderate intensity activity. Although currency preferences were unclear, the weapon upgrade was the most frequently selected option, suggesting that participants prefer this option. Overall, the findings support the potential of VR walking games using omnidirectional treadmills to promote physical activity while offering valuable insights into player preferences that can inform future exergame designs.

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Heart Rate Elevation and Virtual Currency Preference in a Virtual Reality Exergame

This study investigates the use of the Infinadeck omni-directional treadmill, a "360-degree moving floor" that enables users to naturally navigate virtual reality (VR) environments by continuously returning their position to the center of the treadmill. The research aims to evaluate the reception of two methods of earning virtual currencies, walking points (distance travelled in km) versus kill points (number of enemies killed), and the percentage of objective completions within our VR game. Additionally, the study plans to examine participants' heart rates to assess the potential of the application as an exercise game, known as an exergame. This study seeks to contribute new insights into the features of VR walking games that encourage prolonged and vigorous engagement to meet the criteria for effective exercise. Participants will be tasked with completing a ~15-minute playtest session in which they fulfill the objective of delivering energy orbs to four goal posts, called terminals. After the session, they will complete a brief questionnaire to provide feedback on their preferred currency-earning method and offer suggestions for improvement. As of April 4th, 2025, we have completed 27 playtests in which all participants were able to complete the objectives and each had a raised heart rate. To determine whether the difference between their starting heart rate and max heart rate was significant, we performed a paired samples T-Test which gave a p-value of <0.001, indicating that there is a statistically significant increase in heart rates. The average maximum heart rate was 135.8 bpm, and all participants successfully reached the target heart rate zone for moderate-intensity activity for individuals aged 18 to 29, based on the American Heart Association's Target Heart Rates Chart. For the preferred currencies, we executed a proportions test to see which shop door was most commonly chosen. The options for Door 1 are to purchase extra energy with walking points, health refill with kill points, or extra energy with kill points. The options for Door 2 are to purchase extra energy with walking points, health refill with kill points, or purchase missiles, a new weapon choice, with kill points. For Door 1, there was an almost equal split between choices, showing no significant preference. On the other hand, Door 2 had a higher proportion of users choosing the missile's weapon upgrade, indicating a preference for weapon upgrades. The results for currency preferences are inconclusive, though we gained insight on the upgrade options that participants are more inclined to choose. In conclusion, this research was able to determine that there is a definite increase in heart rates throughout the playtest. It is important to note that the figures from the American Heart Association are averages, so we cannot definitively say that our playtest is a moderate intensity activity. Although currency preferences were unclear, the weapon upgrade was the most frequently selected option, suggesting that participants prefer this option. Overall, the findings support the potential of VR walking games using omnidirectional treadmills to promote physical activity while offering valuable insights into player preferences that can inform future exergame designs.