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Virtual Fitness: Stimulating Exercise Behavior Through Media Technology
Virtual Fitness: Stimulating Exercise Behavior Through Media Technology
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1 Introduction
sic motivation—that is, enjoying the activity of exercis- from doing the activity, whereas extrinsic motivation
ing for its own sake. A recent survey in the Netherlands refers to engaging in a variety of behaviors as a means to
(n ⬇ 900) demonstrated that lack of motivation is cur- an end and not for their own sake (Deci, 1975). Intrin-
rently the number two reason people report for not ex- sic motivation is often considered more powerful and
ercising regularly, after lack of time (Hildebrandt et al., leading to more stable behavior than extrinsic motiva-
2004). Motivation appears to be especially relevant for tion and is highly relevant for sports. Below we will dis-
the use, or rather nonuse, of exercise equipment at cuss how media technology factors, in particular immer-
home. As running or cycling outside is perceived to be sive projection technology and a virtual social agent, are
time-intensive, uncomfortable (e.g., bad weather, thought to influence intrinsic motivation.
smog), or even dangerous around places not well-
adapted to runners or bikers, a logical alternative is of-
1.2 Immersion and Presence
fered by using exercise equipment in the home or in
fitness clubs. However, exercising alone and without the Slater and Wilbur (1997) refer to immersion as
support of any media that provide engaging feedback the objectively measurable properties of a VE. Accord-
during the workout can become quite boring or te- ing to them it is the “extent to which computer displays
dious, and soon the home exercise equipment can be are capable of delivering an inclusive, extensive, sur-
found gathering dust in the attic. Thus, there appears to rounding, and vivid illusion of reality to the senses of
be a clear need for exercise equipment in the home that the VE participant” (p. 604). Thus, immersion refers to
is more stimulating and more gratifying to use, such the system’s ability to accommodate many sensory mo-
that people’s motivational levels will not plummet after dalities with a rich representational capability, offering a
the initial enthusiasm that led to the purchase of the panoramic field of sensory stimulation while shutting
exercise equipment has faded away. out sensations from the real world.
The current study deals with the question whether Presence can be conceptualized as the experiential
virtual environments (VEs) and biofeedback presented counterpart of immersion. It has been defined as the
via a virtual coach can help raise motivation for engag- sense of being there in a mediated environment (e.g.,
ing in a healthy level of physical exercise. We hypothe- Heeter, 1992; Steuer, 1992) and more recently as the
sized that offering a more immersive environment in “perceptual illusion of non-mediation” (Lombard &
which the user feels present would heighten the fun the Ditton, 1997) which broadens the definitional scope
user is having, and would thus have a beneficial effect somewhat, also including social factors. Various empiri-
on the user’s motivation. Additionally, we expected that cal studies have demonstrated a positive effect of immer-
a virtual coach providing biofeedback information on sion factors on presence, including field of view, stereo-
training intensity, specifically heart rate, would increase scopic imagery, interactivity, pictorial realism, spatial
the motivation as well, as it helps goal-setting and raises audio, and haptic feedback (for a review see Sadowski &
perceived control and competency, both of which help Stanney, 2002).
boost motivation. Provided the media content is pleasurable or exciting,
a higher sense of presence is generally associated with a
higher sense of engagement and more intense enjoy-
1.1 Motivation
ment. In support of this contention, Patel and Nichols
Motivation is the concept we use when we de- (2004) report a significant positive correlation between
scribe the forces acting on or within an organism to ini- enjoyment and presence—see also Nichols (1999). The
tiate and direct behavior (e.g., Petri, 1981). We usually history of entertainment media, such as cinema, interac-
discern between intrinsic and extrinsic motivation, tive computer games, or location-based entertainment,
where intrinsic motivation refers to engaging in an ac- also shows a clear trend towards higher levels of realism
tivity purely for the pleasure and satisfaction derived and immersion, with higher reported levels of presence
690 PRESENCE: VOLUME 15, NUMBER 6
to match (IJsselsteijn, 2003). Generally speaking how- coach to help participants increase their motivation to
ever, even though a positive relation between presence exhibit the desired target behavior.
and enjoyment is widely assumed, empirical data to sup-
port this relation are scarce.
1.4 Related Work
One potential drawback of offering more immersive
environments, especially in a sports setting, is the in- Over recent years, there is a growing awareness of
creased risk of simulation sickness, as the information the potential power and relevance that interactive media
arriving from the various sensory modalities may not applications can have in influencing people’s motivation
always be in agreement. The resulting symptoms, such and subsequent behavior. Recent work in the area of
as cold sweating, dizziness, or nausea, presumably have persuasive technology, that is, technology intentionally
a negative effect on enjoyment, and possibly on pres- designed to change a person’s attitude or behavior, tes-
ence. tifies to this effect (Fogg, 2003; IJsselsteijn, de Kort,
In sum, we expect more immersive display conditions Midden, Eggen, & van den Hoven, 2006). The use of
to be associated with higher levels of presence and en- virtual environments in stimulating exercise and other
joyment, thereby boosting participants’ intrinsic motiva- beneficial health-related behaviors is clearly in its early
stages. Although it is fairly common to have a number
tion to exercise, provided that negative effects are kept
of performance (e.g., speed, distance) and physiological
within limits.
(e.g., heart rate, calories used) indicators available when
using fitness equipment, virtual environments are still
1.3 Biofeedback uncommon in most health or fitness clubs. Currently, a
typical kind of feedback would be an LED display show-
The term biofeedback was originally used to de-
ing the exerciser’s progress along an imaginary track.
scribe laboratory procedures (developed in the 1940s)
One early example of the use of virtual environments to
where trained research subjects were provided with in-
promote exercise behavior is the LifeFitness VR Rowing
formation about their own brain activity, blood pres-
Machine, which depicts the participant rowing a boat on
sure, muscle tension, heart rate, and other bodily func-
virtual water, going faster as the participant rows faster.
tions that are normally not under our voluntarily
It also allows rowing against a virtual competitor, or
control, with the purpose of exerting conscious control
being chased by a shark for extra motivation (Fogg,
over them. Today, biofeedback is often used as a train-
2003). The Tectrix VR Bike provides another recent
ing technique in which people are taught to improve example of a virtual environment being offered as a
their health and performance by using signals from their means of motivating and rewarding people for perform-
own bodies. ing certain exercise behaviors. There are different virtual
In the current experiment, heart rate was measured worlds to explore, and speed and direction are con-
and, based on this information, feedback was provided trolled by the participant’s movements. Davis and Bo-
to the participant using a virtual social agent, who could bick (1998) explored various media technologies and
either encourage participants to do better, tell them computer vision algorithms in creating a virtual personal
they were doing great, or tell them to slow down a lit- aerobics trainer—in their case an army drill instructor.
tle, if the heart rate became too high. In this way, the Their study focused on using innovative techniques for
coach could both be an extrinsic motivator and at the creating a working prototype, but did not include any
same time provide feedback on the impact of the exer- user evaluations on the effectiveness of the interventions
cise. This information is likely to enhance the person’s of the virtual social agent on people’s motivation to en-
perceived control and competence and stimulates goal- gage in aerobics exercise.
setting and adherence: the information underlines the To the authors’ knowledge, the only available study
person’s efforts and progress. Thus, we expected the directly addressing the effects of simulations on exercise
IJsselsteijn et al. 691
2.6 Procedure
3.1 Intrinsic Motivation
Participants—in sports clothing—received a short
introduction upon entering the exercise room. After The six IMI components were all subjected to full
putting on the chest belt for easy heart rate measure- model REMANOVAs. Four scales, interest/enjoyment,
ment, they mounted the bicycle for the first session. perceived competence, value/usefulness, and perceived
The total procedure consisted of four sessions, one for control, showed significant effects of immersion: all
each experimental condition, the order of which was scores were higher for high immersion. The latter two
fully counterbalanced. After every session participants of these scales also showed a significant effect of the vir-
filled out the IMI and ITC-SOPI, which also gave them tual coach, as did the pressure/tension scale: value/
10 minutes to recover from their exercise. The total ex- usefulness was higher, perceived control and pressure/
periment took about 1.5 hours to complete. tension were lower with the coach present. Finally, the
effort/importance scale did not show any significant
results. No significant interactions were found. Means
3 Results of the most important scales are visualized in Figures
4 – 6 and reported in Table 1; statistics are reported in
For both the ITC-SOPI and the IMI, components Table 2.
were computed based on the factor structures that were Average velocity was used as a corroborative behav-
validated in earlier studies. Subsequently, repeated mea- ioral measure of motivation. Indeed velocity scores
sures analyses of variance (REMANOVA) were per- showed the same pattern of results as the questionnaire
formed on these components according to the full data did. There was a main effect of immersion
model, with immersion (high vs. low) and virtual coach F(1,23) ⫽ 65.73, p ⬍ .001, with average speed higher
(with vs. without) as independent within factors. Results in the high (v ⫽ 23.8 km/h) versus low (v ⫽ 20.6
694 PRESENCE: VOLUME 15, NUMBER 6
F p F p F p
3.2 Presence
3.3 Correlations Between Motivation
Secondly, four separate REMANOVAs were per-
and Presence
formed with the components of presence (spatial pres-
ence, engagement, ecological validity, and negative ef- We were also interested in testing relationships
fects) as dependent variables. Three components between the various components of motivation and
IJsselsteijn et al. 695
Figure 7. Means and standard errors of spatial presence Figure 9. Means and standard errors of ecological validity
component of the ITC-SOPI, for all experimental conditions. component of the ITC-SOPI, for all experimental conditions.
Table 3. Means of Presence Components (ITC-SOPI) the coach may act more as an extrinsic motivator than as
an intrinsic one, thus not heightening enjoyment in the
Immersion low Immersion high
activity as such. However, an effective extrinsic motiva-
Without With Without With
coach coach coach coach tor is still expected to have an effect on training inten-
sity (cycling speed), our objective indicator of motiva-
Spatial presence 1.68 1.95 2.66 2.73 tion. This was not the case in our experiment. Thus, the
Engagement 2.06 2.30 3.34 3.33
virtual coach in its current incarnation may not be very
Ecological validity 1.68 1.81 2.93 2.98
effective in engendering a motivational effect. This re-
Negative effects 1.96 1.71 2.28 1.95
sult underlines the importance of empirically testing the
effectiveness of virtual social agents, rather than merely
assuming their utility based on designed functionalities.
Table 4. Repeated Measures Analyses of Variance of In particular, the effectiveness of virtual coaches will
Presence Components (ITC-SOPI) likely depend on a host of variables including the per-
Immersion
ceived level of communicative realism and social pres-
Immersion Coach ⫻ Coach ence of the virtual coach, the coaching form and style
F p F p F p (e.g., dominant or cooperative), the informational con-
tent, the types of messages used (e.g., directive versus
Spatial presence 72.22 .00 9.45 .01 1.66 .21
nondirective), gender, age, and personality effects. We
Engagement 90.20 .00 2.62 .12 2.85 .11
are currently exploring these issues in more detail in a
Ecological validity 68.08 .00 1.53 .23 0.45 .51
Negative Effects 4.16 .05 13.49 .00 0.38 .54
series of follow-up studies, also taking extrinsic motiva-
tion and the experienced level of social presence of the
coach explicitly into account as dependent measures.
The presence of the coach giving exercise intensity
information based on heart rate did lower perceived
4 Discussion pressure and tension, which is a positive effect. Appar-
ently, participants felt comfortable in relying on the
The results of this study show that offering a more coach’s directions, which took away some of the stress
immersive environment in which the user feels present or uncertainty and may have helped in goal-setting and
heightens the enjoyment the user is experiencing, and judging one’s own behavior against the desired target
thus has a beneficial effect on the user’s motivation to behavior of doing a good workout. In line with this in-
engage in exercise behavior. In the highly immersive terpretation of the results, the presence of the coach
environment, where the presence experience was stron- also lowered perceived control.
ger, participants reported more interest and enjoyment, Additionally, and interestingly, the virtual coach also
more perceived competence and control and—perhaps lowered the negative effects that participants reported
even more importantly—they cycled faster. These results (as a subscale of the ITC-SOPI) in both the immersive
are in line with our expectations, and extend the results and nonimmersive conditions. This may indicate that
reported by Porcari et al. (1998), who also showed that the presence of the coach ameliorated some mild simu-
participants did a more intensive workout when inter- lation sickness symptoms (i.e., headache, nausea, dizzi-
acting with a VE, indicating higher intrinsic motivation. ness, eye strain, tiredness) associated with both types of
The effects of the virtual coach providing biofeedback simulated environments. This effect may be explained
information were somewhat less straightforward. by the fact that the coach provides somewhat of a dis-
Against our expectation, enjoyment—the most impor- traction, although it probably affected the two condi-
tant indicator of intrinsic motivation—was not higher tions in different ways. In the case of the low-immersion
with the coach. This could be attributed to the fact that condition it is making the experience as a whole some-
IJsselsteijn et al. 697
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