Table 3.
Themes | Description |
Real-world feeling | Body movement akin to real-world sport or activities made games more appealing |
Intuitive controls | Intuitive controls made games more playable and less frustrating, which was especially true for the less experienced players |
Immersion | Immersion was important for sense of presence and overall enjoyment of the game |
Music | Music greatly enhanced the overall experience of the games |
Matching skill level | Gradual step-by-step acquisition of skill and skill-matched intensity levels highly impacted on playability |
Social aspects | Sociable aspects of the games were favored, but sometimes multiplayer games left players feeling lonely or stuck |
Exertion and matching real-world exercise levels | VR exergaming provides a high level of exertion, equivalent to real-world exercise |
Appearance | The feeling of how you look when you play impacted on player’s enjoyment of the game |
Graphicsa | Good graphics and display allowed players to play for longer periods of time |
Bugsa | Bugs frustrated the players, but when they were fixed quickly, people were more likely to play on |
Add-ons enhance gaming experience | Simple add-ons and tweaks had the potential to enhance the overall game experience |
Motion sicknessa | Motion sickness made it difficult for players to engage |
Developers | Responsive and present developers gained more players and praise |
Price | Price influenced the overall perception of the VR exergames |
aMain themes of the negative reviews, although also present in positive reviews