## 5 Discussion  
### Main Findings  
Both VR types yielded a satisfactory mean score of 3.61 on a five-point Likert scale for flow experience, technology acceptance, preference, and satisfaction. Moreover, results from the nine-point Likert scale indicated that both VR types evoked strong positive emotions. This suggests that both VR modalities offer shared benefits, including transcending the limitations of traditional screens or 2D constraints. They enable users to engage in 3D activities, fostering feelings of novelty, enjoyment, achievement, and immersion in virtual environments. Freeform creativity outperformed goal-directed training across most indicators, including emotional responses (emotional valence and emotional arousal), flow experience, technology acceptance, preference, and satisfaction, with the differences reaching statistical significance. This implies that creative activities that allow free expression and exploration elicit greater pleasure and evoke stronger emotions. As a result, users perceive such technology as more useful, user-friendly, and enjoyable, fostering a willingness to continue its use. Moreover, freeform creativity enables users to concentrate more, enjoy the process, and experience a distortion of time, thereby facilitating deeper immersion in VR experiences. Surprisingly, the results regarding activity effectiveness did not indicate a significant difference, although freeform creativity exhibited a slightly higher score than goal-directed training. This finding implies that despite the intention behind goal-directed training to achieve a sustained increase in exercise effectiveness, its inadequate design might have resulted in a failure to consistently meet the expected goals. Interviews conducted post-experimentation revealed the need for additional components, such as participant motivation, music design, incorporation of sound effects, virtual interaction of imagery, and the integration of context and narratives. These elements are crucial for fostering user willingness to engage in stretching activities with a sense of enjoyment. The advantage of goal-directed training lies in its significantly higher usability compared with freeform creativity. Its underlying indicators illustrate that goal-directed training offers a more straightforward, satisfying, and engaging user experience and improved overall responses. Additionally, information is presented in a clearer and more concise manner, making it easier for users to comprehend and learn. This advantage can be attributed to several factors, such as Gravity Sketch, which features more complex functions beyond \begin{table}
\begin{tabular}{c c c c} \hline \hline
**VR Interaction Type** & \multicolumn{2}{c}{**Reason for Liking**} & \multicolumn{2}{c}{**Reason for Disliking**} \\ \hline \multirow{6}{*}{Goal-directed training} & 1. & Increases motivation to engage in & \multirow{2}{*}{1.} & \multirow{2}{*}{The weight and grip of the handheld device do not match that of real dumbbells (the VR dumbbells are too light and are not realistic).} \\  & 2. & Enables completing various levels by & & \\  & & following the interface requirements and & & \\  & & performing the standard postures & & \\  & & or movements. & & \\  & & Has a novelty factor, is relaxing, and is easy & & \\  & & to perform & & \\ \hline \multirow{6}{*}{Freeform creativity} & 1. & Overcomes screen limitations or limitations & 1. & Requires continuous wearing of the \\  & & related to 2D spaces, allowing freedom & & VR headset. \\  & & for ideation. & & \\  & & Transforming freeform drawing into a 3D & & \\  & & activity is interesting and more realistic. & & \\  & & Using high-tech VR technology for & & \\  & & drawing provides a sense of & & \\  & & accomplishment, fun, and novelty. & & \\
4. & Enables drawing in a private space with & & \\  & & no disturbances. & & \\ \hline \hline \end{tabular}
\end{table} 
Table 5: Participants’ reasons for liking or disliking the two VR interaction types.