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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.accessioned2024-06-07T15:14:38Z
dc.date.issued2024-06-01
dc.date.updated2024-06-07T14:59:27Z
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_GB
dc.format.extent102684-
dc.format.mediumPrint-Electronic
dc.identifier.citationPublished online 1 June 2024en_GB
dc.identifier.doihttps://doi.org/10.1016/j.psychsport.2024.102684
dc.identifier.urihttp://hdl.handle.net/10871/136186
dc.identifierORCID: 0000-0003-3929-8783 (Bird, Jonathan M)
dc.identifierScopusID: 57209185691 (Bird, Jonathan M)
dc.identifierResearcherID: AAD-9371-2021 (Bird, Jonathan M)
dc.language.isoenen_GB
dc.publisherElsevieren_GB
dc.relation.urlhttps://www.ncbi.nlm.nih.gov/pubmed/38830499en_GB
dc.rights© 2024. This version is made available under the CC-BY-NC-ND licence: https://creativecommons.org/by-nc-nd/4.0en_GB
dc.subjectaffective valenceen_GB
dc.subjectaugmented realityen_GB
dc.subjectextended realityen_GB
dc.subjectimmersionen_GB
dc.subjectimmersive videosen_GB
dc.subjectvirtual realityen_GB
dc.titleBeyond Rubik: The Embodiment-Presence-Interactivity Cube applied to exercise.en_GB
dc.typeArticleen_GB
dc.date.available2024-06-07T15:14:38Z
dc.identifier.issn1469-0292
exeter.place-of-publicationNetherlands
dc.descriptionThis is the author accepted manuscript. The final version is available from Elsevier via the DOI in this record en_GB
dc.descriptionData availability: Data and code are available via the Open Science Frameworken_GB
dc.identifier.eissn1878-5476
dc.identifier.journalPsychology of Sport and Exerciseen_GB
dc.relation.ispartofPsychol Sport Exerc
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/ en_GB
dcterms.dateAccepted2024-05-31
rioxxterms.versionAMen_GB
rioxxterms.licenseref.startdate2024-06-01
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2024-06-07T15:11:51Z
refterms.versionFCDAM
refterms.dateFOA2024-06-07T15:15:35Z
refterms.panelCen_GB
refterms.dateFirstOnline2024-06-01


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© 2024. This version is made available under the CC-BY-NC-ND licence: https://creativecommons.org/by-nc-nd/4.0
Except where otherwise noted, this item's licence is described as © 2024. This version is made available under the CC-BY-NC-ND licence: https://creativecommons.org/by-nc-nd/4.0