Nowadays, running-related applications have become popular. These are characterized by simulating a race using a treadmill or allowing you to play a video game while running. In this sense, this study presents an analysis of the differences between running on the treadmill using a planning route simulator and using an exergame. For this, Zwift Run was chosen as the simulator, and the Ring Fit Adventure game by Nintendo as the exergame. Both applications were projected on a large screen, while users ran on a treadmill at different speeds interacting with them. User experience has been measured with the In-game version of the Game Experience Questionnaire. From this questionnaire, aspects related to immersion, flow, positive emotions, and psychological needs have been compared for these two applications. The study shows that there are significant differences between competence, immersion, flow, and level of boredom in favor of the video game versus the simulator.
CITATION STYLE
Martin, M., Chover, M., Sáez, E., & Marín-Lora, C. (2023). Comparison Between Running on a Treadmill in a Simulator and in a Video Game. In Lecture Notes in Networks and Systems (Vol. 594 LNNS, pp. 145–156). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-21333-5_15
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