Virtual and live social facilitation while exergaming: competitiveness moderates exercise intensity

J Sport Exerc Psychol. 2012 Apr;34(2):252-9. doi: 10.1123/jsep.34.2.252.

Abstract

Grounded in social facilitation theory, this study compared the impact on exercise intensity of a virtual versus a live competitor, when riding a virtual reality-enhanced stationary bike ("cybercycle"). It was hypothesized that competitiveness would moderate effects. Twenty-three female college students were exposed to three conditions on a cybercycle: solo training, virtual competitor, and live competitor. After training without a competitor (solo condition for familiarization with equipment), participants competed against a virtual avatar or live rider (random order of presentation). A repeated-measures analysis revealed a significant condition (virtual/live) by competitiveness (high/low) interaction for exercise intensity (watts). More competitive participants exhibited significantly greater exercise intensity when competing against a live versus virtual competitor. The implication is that live competitors can have an added social facilitation effect and influence exercise intensity, although competitiveness moderates this effect.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Adolescent
  • Bicycling / psychology
  • Competitive Behavior*
  • Exercise / psychology*
  • Female
  • Humans
  • Physical Exertion
  • Social Facilitation*
  • User-Computer Interface
  • Young Adult