Proceedings of the 2nd International Conference on Creative Multimedia 2022 (ICCM 2022)

Development of A Pandemic-Inspired Virtual Reality Exergame to Encourage Exercise During a Lockdown

Authors
Wen Jiun Yap1, *, Suan Siang Foo1, Chen Wai Wong2
1Faculty of Creative Multimedia, Multimedia University, Cyberjaya, Malaysia
2Department of Biotechnology, UCSI University, Kuala Lumpur, Malaysia
*Corresponding author. Email: wjyap@mmu.edu.my
Corresponding Author
Wen Jiun Yap
Available Online 24 December 2022.
DOI
10.2991/978-2-494069-57-2_30How to use a DOI?
Keywords
Exergaming; Virtual Reality; Pandemic
Abstract

During the COVID-19 pandemic, physical activity is significantly reduced due to various lockdown requirements and the closures of parks, gyms and fitness centres. The reduced physical activity greatly impacts human heath which may lead to various health issues such as obesity and the people with those conditions are usually associated with a worse outcome once he or she is infected with COVID-19. Exergaming which is defined as technology-driven exercise is expected to make exercise an enjoyable experience by including entertaining game elements into physical activity. To further encourage adoption of exergaming during the pandemic lockdown, this project introduces three additional elements into exergaming. Virtual reality is the first element added for immersive experience to make the participant more engaging with the exergame. The second element is the musical rhythm that is usually associated with physical exercises that is known to provide both physiological and psychological benefits. The last element is the game design that is the metaphor for successfully combating pandemic viruses for inspirational positive thinking. A user testing survey is planned but due to the pandemic lockdown the participation number is very low, but the limited responses still show positive feedbacks.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2nd International Conference on Creative Multimedia 2022 (ICCM 2022)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
24 December 2022
ISBN
10.2991/978-2-494069-57-2_30
ISSN
2352-5398
DOI
10.2991/978-2-494069-57-2_30How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Wen Jiun Yap
AU  - Suan Siang Foo
AU  - Chen Wai Wong
PY  - 2022
DA  - 2022/12/24
TI  - Development of A Pandemic-Inspired Virtual Reality Exergame to Encourage Exercise During a Lockdown
BT  - Proceedings of the 2nd International Conference on Creative Multimedia 2022 (ICCM 2022)
PB  - Atlantis Press
SP  - 287
EP  - 293
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-494069-57-2_30
DO  - 10.2991/978-2-494069-57-2_30
ID  - Yap2022
ER  -