ct 19(21): e3

Research Article

A Review of Gamification in Virtual Reality (VR) Sport

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  • @ARTICLE{10.4108/eai.13-7-2018.163212,
        author={Nurshamine Nazira Nor and Mohd Shahrizal Sunar and Azyan Yusra Kapi},
        title={A Review of Gamification in Virtual Reality (VR) Sport},
        journal={EAI Endorsed Transactions on Creative Technologies},
        volume={6},
        number={21},
        publisher={EAI},
        journal_a={CT},
        year={2019},
        month={10},
        keywords={Virtual Reality, gamification, sport, User Experience},
        doi={10.4108/eai.13-7-2018.163212}
    }
    
  • Nurshamine Nazira Nor
    Mohd Shahrizal Sunar
    Azyan Yusra Kapi
    Year: 2019
    A Review of Gamification in Virtual Reality (VR) Sport
    CT
    EAI
    DOI: 10.4108/eai.13-7-2018.163212
Nurshamine Nazira Nor1,2,*, Mohd Shahrizal Sunar1,2, Azyan Yusra Kapi1,2,3
  • 1: School of Computing, Faculty of Engineering, Universiti Teknologi Malaysia, Johor Bahru 81310, Malaysia
  • 2: Media and Game Innovative Centre of Excellence, Institute of Human Centered Engineering, Universiti Teknologi Malaysia, Johor Bahru 81310, Malaysia
  • 3: Universiti Teknologi MARA, Pasir Gudang Campus, 81700 Johor, Malaysia
*Contact email: shaminenazira95@gmail.com

Abstract

PURPOSE: To identify the main findings from research on gamified virtual reality in sport

METHODS: The digital databases for this review were searched and visited on 19 May 2019. Gamification AND (“virtual reality” OR sports fitness) were used as a search string or keyword in the paper selection.

RESULTS: Thirty -three papers were found after the preliminary searches to narrow down the selections that align with the goals of this study. The selected papers were examined to investigate the characteristics of gamification in a broad context of sports. These findings suggest that the use of gamification methods help physical exercise in the immersive VR setting.

CONCLUSION: Through the outcomes of user experience, it can prove that gamification components are boosting the pleasure of the user throughout the physical activity and provide a set of rules to encourage the athlete or user to perform better. Besides, generality of impacts with VR and gamification in sports has been discussed in this paper by listing the advantages and limitations. However, findings need more varied populations, particularly elements, athletes, kids, and older people.