Recreational cycling provides greater satisfaction and flow in an immersive virtual environment than in real life
Authors: Polechoński Jacek , Szczechowicz Bartosz , Ryśnik Jakub , Tomik Rajmund 
Published: January 2024

Background

As the state of satisfaction and flow involved in the physical activity (PA) determines future training commitment, it is undoubtedly very important to study the factors influencing the attractiveness of PA. One of such factors is the usage of virtual reality (VR) technology which creates opportunities for its users to practice various forms of PA in a altered way. It is interesting whether PA practiced in a virtual environment can offer higher levels of satisfaction and flow comparing with PA practiced in the real world. Positive answer to this question support the statement that the use of such technology could contribute to the future commitment in PA. Therefore, in order to find out whether PA in VR can be an attractive alternative towards the PA in a real world, the research should be undertaken to verify if the state of satisfaction and flow involved in the practising certain PA in the VR environment could be higher comparing to the levels of pleasure and flow connected with the same PA carried out in the real world.

Objective

The main objective of the study was to assess the level of satisfaction and flow experienced by healthy adults during various cycling conditions: real life (RL), non-immersive and immersive virtual reality (nIVR and IVR). Additionally, questionnaires for assessing satisfaction with PA and flow in RL and VR were also validated in terms of their measurement reliability. The correlation of the results obtained during tests using both measurement tools was also assessed.

Methods

Forty students were studied, including 20 women (age 22.35 ± 2.32 years) and 20 men (age 22.95 ± 2.19 years). The Physical Activity Enjoyment Scale (PACES) was used to evaluate the enjoyment of cycling. Flow state was assessed using The Flow State Scale (FSS).

Results

Based on Friedman’s analysis of variance regarding the results obtained for all the respondents, it can be concluded that the conditions of cycling significantly affect their level of satisfaction (χ2 = 85.61(40;3); p < 0.001) and flow (χ2 = 40.52(40;3); p < 0.001). The research participants rated cycling the highest in IVR. Based on the calculated Cronbach's alpha coefficients, high measurement reliability of the questionnaires used in nIVR (PACES, α = 0.94; FFS-2, α = 0.86) and IVR (PACES, α = 0.89; FFS-2, α = 0.91). There was also a significant positive moderate correlation between PA satisfaction and user flow.

Conclusions

The research is the first attempt to directly compare the sense of satisfaction and flow when practicing cycling in RL and in nIVR and IVR. The greater attractiveness and higher level of flow during PA in IVR compared to a similar traditional form of PA in RL, found on the basis of the conducted research, should prompt reflection by both those involved in planning and promoting PA, as well as the creators of active video games (AVGs). Due to the great attractiveness of PA in IVR and the constant, dynamic development of immersive information technologies, virtual training may, in the near future, become not only an important supplement to conventional forms of exercise, but perhaps even an alternative solution.