A Conceptual Model of Personalized Virtual Reality Trail Running Gamification Design
Issued Date
2023-01-01
Resource Type
ISSN
15504646
eISSN
15504654
Scopus ID
2-s2.0-85174200811
Journal Title
Journal of Mobile Multimedia
Volume
19
Issue
4
Start Page
1049
End Page
1066
Rights Holder(s)
SCOPUS
Bibliographic Citation
Journal of Mobile Multimedia Vol.19 No.4 (2023) , 1049-1066
Suggested Citation
Suteeca R., Ayuthaya S.D.N., Kiattisin S. A Conceptual Model of Personalized Virtual Reality Trail Running Gamification Design. Journal of Mobile Multimedia Vol.19 No.4 (2023) , 1049-1066. 1066. doi:10.13052/jmm1550-4646.1947 Retrieved from: https://repository.li.mahidol.ac.th/handle/20.500.14594/90711
Title
A Conceptual Model of Personalized Virtual Reality Trail Running Gamification Design
Author(s)
Author's Affiliation
Other Contributor(s)
Abstract
Individuals’ running styles define trail running. Diverse motivational strategies for running emerge because of diverse running behaviors. Customizable design for motivation: when it comes to environmental considerations during a product’s or service’s use stage, the design process has become increasingly focused on behavior. Virtual reality enables the creation and integration of a variety of environments, as well as the redesign, retesting, and enhancement of these environments within a virtual computing structure. These benefits exist because players’ perspectives and behaviors in virtual environments are more comparable to those in their physical environments. The purpose of this study is to create a model for the relationship between persuasive strategy, user personal factors and target behavior that is effective based on the Social Cognitive Model, two hypotheses are tested using structural equation modelling (SEM). According to the findings, persuasive strategies have a significant positive influence on user personal factors. Second, user personal factors were able to influence target behaviors. To increase intrinsic motivation, virtual reality application designers should support persuasive tactics such as goal setting and self-monitoring in a target context. These results may guide designers in selecting effective persuasion strategies for various user groups.