## 3 Materials and Methods
### Measurement Tool Settings
#### 3.3.2 Survey  
1. The Internet Game Addiction and Over-engagement Scale (IGAOS)  
We recruited college student subjects without psychological or physical limitations who liked games and were interested in AR physical activities using online and offline flyer advertisements. Among the recruited people, we selected 39 people by conducting a pre-test of the Internet Game Addiction and Over-engagement Scale (IGAOS) using an online Google survey that [PERSON], [PERSON] and [PERSON] [19; 20; 21] made. It is one of the self-report questionnaires that is easy to complete. We selected a total of 20 people in order of their highest IGAOS scores. Figure 3: The in-game view of the AR exercise game called ‘Earthman’ as seen by a user wearing AR glasses. (**a**) AR earthman prototype test scene. (**b**) A scene where the user removes obstacles by tapping them in order according to commands. (**c**) In-game scene via HoloLens2, with scores on the left and elapsed time on the right. First, we chose to measure the IGD score, a questionnaire technique for measuring the degree of IGD was used. It consisted of a total of 21 questions in 7 sub-factors: withdrawal, tolerance, daily life problems, control failure, mood swings, physical-emotional problems, and virtual world orientation [20; 21; 22]. Participants rate the degree to which they believe they are consistent with themselves regarding the use of Internet games on a 5-point Likert scale, with higher scores indicating a higher degree of agreement [22; 23]. [PERSON]'s \(\alpha=0.94\) for all questions. We selected twenty subjects with high scores and divided them into a comparison group and a control group, and then the experiment was conducted. The average score for each subject was 60.6 points out of 100. Wearing an AR headset may cause VR sickness and dizziness, making it difficult to conduct experiments. To prevent this in advance, as part of the survey, we conducted telephone interviews with 22 people to check whether they had VR sickness or discomfort. We excluded two women participants, one with VR motion sickness and one with car sickness because car sickness and VR sickness have similar reasons and symptoms. Finally, we set 20 people and randomly divided them into a comparison group and a control group, each with 10 participants. As a next step, we asked the participants to perform pre-validation and post-validation questionnaires, which allowed us to measure their mood and current status related to exercise. 2. Mood state (K-POMS-B)  
The Korean version of the Profile of Mood States-Brief (K-POMS-B) [24], a Korean version of the Profile of Mood States-Brief (POMS-B) [25], was used. It is a 30-item shortened scale with a 5-point Likert Scale consisting of tension, depression, anger, vigor, fatigue, and confusion. The score is calculated by adding the scores of negative emotional factors (tension, depression, fatigue, anger, and confusion) and subtracting the vitality score of positive emotional factors, which is called the Total Mood Disturbance score (TMD). A higher score means a higher total mood disorder score. The reliability is [PERSON]'s \(\alpha=0.59\)-\(0.85\). 3. Exercise intensity measurement (Heart Rate)  
The average resting heart rate of adults is about 60-80 beats/min, and the heart rate increases as activity intensity increases. Therefore, exercise intensity was interpreted using heart rate changes according to physical activity. We measured the participants' heart rate with a polar device. We predicted heart rate and exercise intensity without any additional equipment or tools. Very light activity: maximum heart rate < 50%, light activity: 50-63%, moderate activity: 64-76%, hard activity: 77-93%, very hard activity: \(\geq\)94%. The following were used in this study, low-medium intensity: RPE 6-12, medium-high intensity: RPE 13-15, maximum intensity: RPE 16-20. 4. Rating of Perceived Exertion  
The Rating of Perceived Exertion (RPE) was used as a questionnaire to measure the participants' exercise awareness level [26; 27].