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Research Article

Player Experience of Needs Satisfaction (PENS) in an Immersive Virtual Reality Exercise Platform Describes Motivation and Enjoyment

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Thuong Hoang, Deepti Aggarwal, Guy Wood-Bradley, Tsz-Kwan Lee, Rui Wang, Hasan Ferdous & Alexander Baldwin. (2023) A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports. A Systematic Review of Immersive Technologies for Physical Training in Fitness and Sports.
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Leighton Jones & Zachary Zenko. (2023) A systematic narrative review of extrinsic strategies to improve affective responses to exercise. Frontiers in Sports and Active Living 5.
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Jen-Suh Chern & Yu-Chih Mao. (2023) Effects of Immersive Virtual Reality Puzzle Solving Video Games on Cognition, Motor Control, and Functional Behavior in People with Schizophrenia Spectrum Disorders. Effects of Immersive Virtual Reality Puzzle Solving Video Games on Cognition, Motor Control, and Functional Behavior in People with Schizophrenia Spectrum Disorders.
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Nathan Smith, Dorian Peters, Caroline Jay, Gro M Sandal, Emma C Barrett & Robert Wuebker. (2023) Off-World Mental Health: Considerations for the Design of Well-being–Supportive Technologies for Deep Space Exploration. JMIR Formative Research 7, pages e37784.
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Lia Zarantonello & Bernd H. Schmitt. (2022) Experiential AR/VR: a consumer and service framework and research agenda. Journal of Service Management 34:1, pages 34-55.
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Jiachen Jiang, Guoyang Zhou, Brendan M. Duffy & Vincent G. Duffy. 2023. HCI International 2023 – Late Breaking Papers. HCI International 2023 – Late Breaking Papers 46 63 .
Felix Reer, Lars-Ole Wehden, Robin Janzik, Wai Yen Tang & Thorsten Quandt. (2022) Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction. Computers in Human Behavior 132, pages 107242.
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Anna Janssen, Jennifer Fletcher, Melanie Keep, Naseem Ahmadpour, Anika Rouf, Michael Marthick & Rebecca Booth. (2022) Experiences of Patients Undergoing Chemotherapy With Virtual Reality: Mixed Methods Feasibility Study. JMIR Serious Games 10:1, pages e29579.
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Joschka Mütterlein, Benedikt Berger, Christian Matt, Anne Stirner & Thomas Hess. (2021) Co-Creation in Virtual Reality: Immersion als Treiber des KundenerlebnissesCo-creation in Virtual Reality: How Immersion Drives Customer Experience. HMD Praxis der Wirtschaftsinformatik 59:1, pages 246-260.
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Natalia Lipp, Radosław Sterna, Natalia Dużmańska-Misiarczyk, Agnieszka Strojny, Sandra Poeschl-Guenther & Paweł Strojny. (2021) VR Realism Scale—Revalidation of contemporary VR headsets on a Polish sample. PLOS ONE 16:12, pages e0261507.
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Guruprasad Gadgil, Gayle Prybutok, Daniel Peak & Victor Prybutok. (2021) Modeling the hidden mediating relationships between SNS privacy and SNS impression construction. Computers in Human Behavior 125, pages 106941.
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Xiaoyan Zhang, Qiang Yan, Simin Zhou, Linye Ma & Siran Wang. (2021) Analysis of Unsatisfying User Experiences and Unmet Psychological Needs for Virtual Reality Exergames Using Deep Learning Approach. Information 12:11, pages 486.
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Felix Born, Adrian Rygula & Maic Masuch. (2021) Motivating Players to Perform an Optional Strenuous Activity in a Virtual Reality Exergame Using Virtual Performance Augmentation. Proceedings of the ACM on Human-Computer Interaction 5:CHI PLAY, pages 1-21.
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Seok Kang, Sophia Dove, Hannah Ebright, Serenity Morales & Hyungjoon Kim. (2021) Does virtual reality affect behavioral intention? Testing engagement processes in a K-Pop video on YouTube. Computers in Human Behavior 123, pages 106875.
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Yan Qin. (2021) Attractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pokémon Go. Telematics and Informatics 62, pages 101620.
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Charlotte Croucher, Wendy Powell, Matt Dicks, Brett Stevens & Vaughan Powell. (2021) The Use of Embedded Context-Sensitive Attractors for Clinical Walking Test Guidance in Virtual Reality. Frontiers in Virtual Reality 2.
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Krergkiat Wongutai, Patison Palee & Noppon Choosri. (2021) The Effect of Sound in VR Exergame to Adult Player: A Primary Investigation. The Effect of Sound in VR Exergame to Adult Player: A Primary Investigation.
Lucas M. Jeno, Åge Diseth & John-Arvid Grytnes. (2021) Testing the METUX Model in Higher Education: Interface and Task Need–Satisfaction Predict Engagement, Learning, and Well-Being. Frontiers in Psychology 12.
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Nathan Smith, Dorian Peters, Caroline Jay, Emma Barrett, Gro Sandal & Robert Wuebker. (2022) Offworld Mental Health: Considerations For The Design Of Well-Being Supportive Technologies For Deep Space Exploration. SSRN Electronic Journal.
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