Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/29104
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dc.contributor.authorBird, JM-
dc.contributor.authorKarageorghis, CI-
dc.contributor.authorJones, L-
dc.contributor.authorHarris, DJ-
dc.contributor.authorAlharbi, M-
dc.contributor.authorVine, SJ-
dc.date.accessioned2024-06-03T12:04:46Z-
dc.date.available2024-06-03T12:04:46Z-
dc.date.issued2024-06-01-
dc.identifierORCiD: Jonathan M. Bird https://orcid.org/0000-0003-3929-8783-
dc.identifierORCiD: Costas I. Karageorghis https://orcid.org/0000-0002-9368-0759-
dc.identifier102684-
dc.identifier.citationBird, J.M. et al. (2024) 'Beyond Rubik: The Embodiment–Presence–Interactivity Cube Applied to Exercise', Psychology of Sport and Exercise, 74, 102684, pp. 1 - 11. doi: 10.1016/j.psychsport.2024.102684.en_US
dc.identifier.issn1469-0292-
dc.identifier.urihttps://bura.brunel.ac.uk/handle/2438/29104-
dc.descriptionData availability: Data and code are available via the Open Science Framework (https://osf.io/47aue/).en_US
dc.description.abstractEvidence-based interventions are needed to promote engagement in physical activity. Audio-visual stimuli are frequently employed to enhance the exercise experience. Nonetheless, there is a paucity of research that examines the qualities of technological devices that are employed. Using the Embodiment–Presence–Interactivity Cube (Flavián et al., 2019) as a guiding conceptual framework, the aim of this registered report was to examine how each dimension of the cube (i.e., embodiment, presence and interactivity) influenced a range of exercise-related affective and perceptual variables. A counterbalanced within-subjects design was employed (N = 24). Participants completed 20-min exercise bouts on a cycle ergometer under four conditions: Television, augmented reality, 360° video and virtual reality. A repeated-measures ANOVA indicated a significant Condition × Timepoint interaction for affective valence (p = .046), with greater embodiment offered by technological devices leading to more positive responses. Analyses also indicated main effects of condition for exercise enjoyment, remembered pleasure and forecasted pleasure, with greater presence of technological devices leading to more positive responses. Technologies that combine high levels of embodiment, presence and interactivity (e.g., virtual reality) appear to yield several benefits in terms of in-task (e.g., affective valence) and post-task (e.g., remembered pleasure) responses for exercise conducted at ventilatory threshold.en_US
dc.format.extent1 - 11-
dc.format.mediumPrint-Electronic-
dc.languageEnglish-
dc.language.isoenen_US
dc.publisherElsevieren_US
dc.relation.urihttps://osf.io/47aue/-
dc.rightsCopyright © 2024 The Authors. Published by Elsevier Ltd. under a Creative Commons license (https://creativecommons.org/licenses/by/4.0/).-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.subjectaffective valenceen_US
dc.subjectaugmented realityen_US
dc.subjectextended realityen_US
dc.subjectimmersionen_US
dc.subjectimmersive videosen_US
dc.subjectvirtual realityen_US
dc.titleBeyond Rubik: The Embodiment–Presence–Interactivity Cube Applied to Exerciseen_US
dc.typeArticleen_US
dc.date.dateAccepted2024-05-31-
dc.identifier.doihttps://doi.org/10.1016/j.psychsport.2024.102684-
dc.relation.isPartOfPsychology of Sport and Exercise-
pubs.publication-statusPublished-
pubs.volume74-
dc.identifier.eissn1878-5476-
dc.rights.licensehttps://creativecommons.org/licenses/by/4.0/legalcode.en-
dc.rights.holderThe Authors-
Appears in Collections:Dept of Life Sciences Research Papers

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