VVirtual Reality4/24/2026

Evaluating game experience in a treadmill exergame: virtual reality versus screen-based display

Abstract This study examines the subjective game experience in an active locomotion context by comparing virtual reality (VR) and traditional screen (tablet format) across two fixed speeds (4 km/h and 6 km/h), using a $$2\times 2$$ factorial within-subjects design with 42 participants. Each participant interacted for 1 min with an obstacle-based video game under each of the four experimental conditions, evaluated through the Game Experience Questionnaire. Non-parametric analyses revealed signifi