Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation

Emil Rosenlund Høeg*, Jon Ram Bruun-Pedersen, Shannon Cheary, Lars Koreska Andersen, Razvan Paisa, Stefania Serafin, Belinda Lange

*Corresponding author for this work

Research output: Contribution to journalJournal articleResearchpeer-review

24 Citations (Scopus)
142 Downloads (Pure)

Abstract

Virtual reality (VR)-based rehabilitation is a growing technological field, which gradually becomes integrated into existing programs. However, technology has to support human behavior and -needs, including social relatedness, to achieve health-related outcomes. Elderly people have high risk of loneliness, and VR has technological affinity for natural social interaction. Previous studies have relied on competitiveness rather than collaborative elements, but research shows that competitiveness can lead to (feelings of) stress and aggressive behavior in some individuals. This article presents a mixed methods study to gather end-user feedback on a social VR scenario that encourages inter-player collaboration on a virtual tandem bike. Outpatients (n= 11 , 64% males, 60 ± 11 years) were invited to participate with a co-player (friend or family). Participants biked on average 10.7 (± 3) minutes with a mean speed of 14.8 kmph (± 5.8). The results indicate potential and feasibility for the collaborative social biking application. Participants reported excellent usability-scores (85 ± 5), high intrinsic motivation in all categories: enjoyment (6.5 ± 0.5), effort/importance (6.4 ± 0.3), relatedness (6.3 ± 0.7) and minimal increase in symptoms of nausea, oculomotor and disorientation. Furthermore, participants found the social aspect enjoyable, agreed that collaboration eased tasks and that they lost track of exercise duration. Interpersonal interaction between participants varied, but was mostly positively rated valence, even if the sense of copresence was limited by physical constraints and avatar representation. Most participants expressed that they would use the program again, but future studies should explore how to improve location and appearance of the virtual coactor, as well as implement additional tasks.

Original languageEnglish
JournalVirtual Reality
Volume27
Pages (from-to)245-262
Number of pages18
ISSN1359-4338
DOIs
Publication statusPublished - Mar 2023

Bibliographical note

Funding Information:
The research reported in this publication is part of a PhD-study undertaken by Emil Rosenlund Høeg, funded by the municipality of Frederiksberg in Denmark. PhD travel funds were granted by The Technical Doctoral School of IT and Design at Aalborg University. Belinda Lange granted additional funding and equipment for the study.

Publisher Copyright:
© 2021, The Author(s).

Keywords

  • Exergaming
  • Motivation
  • Older adults
  • Physical therapy
  • Social interaction
  • User-centered design
  • Virtual reality

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