Beyond Rubik: The Embodiment–Presence–Interactivity Cube applied to exercise
Evidence-based interventions are needed to promote engagement in physical activity. Audio-visual stimuli are frequently employed to enhance the exercise experience. Nonetheless, there is a paucity of research that examines the qualities of technological devices that are employed. Using the Embodimen...
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Veröffentlicht in: | Psychology of sport and exercise 2024-09, Vol.74, p.102684, Article 102684 |
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Zusammenfassung: | Evidence-based interventions are needed to promote engagement in physical activity. Audio-visual stimuli are frequently employed to enhance the exercise experience. Nonetheless, there is a paucity of research that examines the qualities of technological devices that are employed. Using the Embodiment–Presence–Interactivity Cube (Flavián et al., 2019) as a guiding conceptual framework, the aim of this registered report was to examine how each dimension of the cube (i.e., embodiment, presence and interactivity) influenced a range of exercise-related affective and perceptual variables. A counterbalanced within-subjects design was employed (N = 24). Participants completed 20-min exercise bouts on a cycle ergometer under four conditions: Television, augmented reality, 360° video and virtual reality. A repeated-measures ANOVA indicated a significant Condition × Timepoint interaction for affective valence (p = 0.046), with greater embodiment offered by technological devices leading to more positive responses. Analyses also indicated main effects of condition for exercise enjoyment, remembered pleasure and forecasted pleasure, with greater presence of technological devices leading to more positive responses. Technologies that combine high levels of embodiment, presence and interactivity (e.g., virtual reality) appear to yield several benefits in terms of in-task (e.g., affective valence) and post-task (e.g., remembered pleasure) responses for exercise conducted at ventilatory threshold.
•There is a need for evidence-based interventions to promote physical activity.•Audio-visual stimuli are commonly employed to enhance the exercise experience.•EPI Cube was used to examine the technological qualities of audio-visual devices.•Devices included television, augmented reality, 360° videos, and virtual reality.•We found strong support for the use of immersive technologies during exercise. |
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ISSN: | 1469-0292 1878-5476 1878-5476 |
DOI: | 10.1016/j.psychsport.2024.102684 |