Even though physical activity (PA) has been largely proven to be beneficial for both physical and mental health, the number of sedentary children and adolescents is increasing. Different studies reported that exergames, in particular when played in immersive virtual reality (IVR), generate a greater appeal on youth than traditional methods to foster light- to moderate-intensity physical activity. Key features demonstrated to significantly increase motivation in exergames include the sense of presence and multiplayer modalities. Furthermore, when the exergame is collaborative, it contributes also to the development of social skills. For these reasons, this thesis focuses on integrating a Head-Mounted Display (HMD) as input device of a recently developed inclusive and collaborative exergame, called Elemental, originally developed for 4 different input devices to guarantee accessibility. As the final phase of an iterative co development, a pilot test was conducted on 40 youth, aged 11 to 13, in order to evaluate performance, collaboration, usability and appreciation of the game. Participants tried the game both with the HMD and other input devices, in different orders. Paired tests, that were carried out on performance data, showed that the HMD results were comparable with those of the other devices, in line with the study objectives to integrate the HMD without altering the game difficulty. Through Likert scales it was revealed that appreciation, difficulty of the game and importance of collaboration were comparable between the experience with HMD and with other devices. Moreover, the appreciation was very high, and only few players reported discomfort. Indeed, most of players reported HMD as their preferred device of the game. This research demonstrated not only the feasibility of integrating an HMD into the exergame Elemental, but also the high level of collaboration and appreciation achieved in a digital environment combining HMD and other devices, thus highlighting the promising potential of immersive collaborative exergames as tools to promote PA and social interaction among youth.
Nonostante sia stato largamente provato che l’attività fisica apporti benefici alla salute fisica e mentale, il numero di bambini e ragazzi sedentari è in aumento. Diversi studi riportano che gli exergame, in particolare quando giocati in realtà virtuale immersiva, risultano più attraenti per i giovani rispetto ai metodi tradizionali e favoriscono un’attività fisica lieve o moderata. Tra le principali caratteristiche che aumentano la motivazione negli exergame, rientrano il senso di presenza e la modalità multiplayer. Inoltre, quando il gioco è collaborativo, contribuisce anche allo sviluppo delle competenze sociali. Per queste ragioni, lo scopo di questa tesi è l’integrazione di un Head-Mounted Display (HMD) come dispositivo di input in un exergame inclusivo collaborativo, chiamato Elemental, che è stato inizialmente sviluppato includendo quattro diversi dispositivi di input per garantire maggiore accessibilità. Come fase finale di un co-design iterativo, è stato condotto un test pilota su 40 ragazzi, dagli 11 ai 13 anni, per valutare le performance, la collaborazione, l’usabilità e l’apprezzamento del gioco. I partecipanti hanno provato il gioco sia con l’HMD che senza; i test appaiati effettuati hanno mostrato che le performance risultano simili nei due casi, rispecchiando l’obiettivo di integrare l’HMD senza alterare la difficoltà del gioco. Attraverso questionari su scala Likert è stato rilevato che l’apprezzamento, la difficoltà e l’importanza di collaborare percepita nel gioco, sono stati simili con e senza visore. Inoltre, il gradimento del gioco è stato molto alto e solo alcuni giocatori hanno riportato sensazioni di disagio. Infine, la maggior parte dei ragazzi ha indicato che il visore è stato il dispositivo con cui hanno preferito giocare. Questa ricerca dimostra non solo la fattibilità di integrare un HMD nell’exergame Elemental, ma anche l’alto livello di collaborazione e apprezzamento raggiunto in un ambiente digitale che combina l’HMD con altri dispositivi, mettendo così in evidenza un potenziale promettente per l’uso di giochi immersivi e collaborativi come mezzo per promuovere l’attività fisica e l’interazione sociale tra i ragazzi.
Development and testing of a multiplayer immersive virtual reality game for inclusive physical activity
Rosato, Elena
2025/2026
Abstract
Even though physical activity (PA) has been largely proven to be beneficial for both physical and mental health, the number of sedentary children and adolescents is increasing. Different studies reported that exergames, in particular when played in immersive virtual reality (IVR), generate a greater appeal on youth than traditional methods to foster light- to moderate-intensity physical activity. Key features demonstrated to significantly increase motivation in exergames include the sense of presence and multiplayer modalities. Furthermore, when the exergame is collaborative, it contributes also to the development of social skills. For these reasons, this thesis focuses on integrating a Head-Mounted Display (HMD) as input device of a recently developed inclusive and collaborative exergame, called Elemental, originally developed for 4 different input devices to guarantee accessibility. As the final phase of an iterative co development, a pilot test was conducted on 40 youth, aged 11 to 13, in order to evaluate performance, collaboration, usability and appreciation of the game. Participants tried the game both with the HMD and other input devices, in different orders. Paired tests, that were carried out on performance data, showed that the HMD results were comparable with those of the other devices, in line with the study objectives to integrate the HMD without altering the game difficulty. Through Likert scales it was revealed that appreciation, difficulty of the game and importance of collaboration were comparable between the experience with HMD and with other devices. Moreover, the appreciation was very high, and only few players reported discomfort. Indeed, most of players reported HMD as their preferred device of the game. This research demonstrated not only the feasibility of integrating an HMD into the exergame Elemental, but also the high level of collaboration and appreciation achieved in a digital environment combining HMD and other devices, thus highlighting the promising potential of immersive collaborative exergames as tools to promote PA and social interaction among youth.| File | Dimensione | Formato | |
|---|---|---|---|
|
2025_10_Rosato_Tesi.pdf
accessibile in internet per tutti a partire dal 30/09/2028
Descrizione: Testo della tesi
Dimensione
1.56 MB
Formato
Adobe PDF
|
1.56 MB | Adobe PDF | Visualizza/Apri |
|
2025_10_Rosato_Executive_summary.pdf
accessibile in internet per tutti a partire dal 30/09/2028
Descrizione: Executive Summary
Dimensione
865.89 kB
Formato
Adobe PDF
|
865.89 kB | Adobe PDF | Visualizza/Apri |
I documenti in POLITesi sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/10589/243943