A Conceptual Model of Personalized Virtual Reality Trail Running Gamification Design
DOI:
https://doi.org/10.13052/jmm1550-4646.1947Keywords:
Persuasive strategy, target behavior, user personal factors, social cognitive model, gamification, structure equation modelling (SEM)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.
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