Show Less
Restricted access

Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

Show Summary Details
Restricted access

4. Exploratory Research on the Gamification of Exercise for Fibromyalgia Using Virtual Reality

Extract

4.   Exploratory Research on the Gamification of Exercise for Fibromyalgia Using Virtual Reality

Katherine Hoolahan

Virtually Healthy LTD katie@virtuallyhealthy.co.uk

Abstract—Fibromyalgia (FM) causes debilitating pain and muscular stiffness, amongst other symptoms, which can be eased over time through regular exercise. As FM patients have an abnormal perception of pain, adherence to exercise programmes can be difficult due to the pain experienced whilst exercising. Virtual reality (VR) has been shown to distract users from physical and mental pain and therefore may be utilized to increase adherence to exercise. This project involved the creation of a VR game using the HTC Vive, designed to induce exercise at a moderate intensity and distract Fibromyalgia patients from pain experienced whilst exercising. This game was tested using 8 participants who completed a questionnaire regarding the enjoyability of the game as well as the intensity of exercise whilst playing the game. All except two participants felt as if they had exercised at a moderate intensity or higher whilst playing the game, with the remaining two participants just under the threshold for moderate exercise. All participants enjoyed the game and all except one would play it again and spend money on this or similar games. The participant who would not play this or similar games again fell into the 65+ age range, supporting research which states that over 65s have little interest in gamified VR. Half of the participants answered that their frequency of exercise (for at least 20 minutes)...

You are not authenticated to view the full text of this chapter or article.

This site requires a subscription or purchase to access the full text of books or journals.

Do you have any questions? Contact us.

Or login to access all content.