Components of Flow in VR Exergames Across Age Groups: A Phenomenological Study
Keywords:
Virtual reality, Exergames, Flow, Immersion, Challenge–skill balance, Motivation, Age groups, Phenomenological studyAbstract
This study aimed to explore the components of “flow” in VR exergames across different age groups, focusing on the psychological, motivational, and contextual factors that shape immersive engagement. A qualitative phenomenological research design was employed to capture participants’ lived experiences of flow in VR exergames. Data were collected through semi-structured interviews with 18 participants from India, representing adolescents, young adults, middle-aged adults, and older adults. Recruitment was purposive to ensure diversity in age and VR experience. Interviews, lasting 45–70 minutes, were audio-recorded, transcribed verbatim, and analyzed thematically using NVivo 14. Data collection continued until theoretical saturation was reached. Credibility was enhanced through peer debriefing, reflexivity, and maintaining an audit trail of coding decisions. Thematic analysis revealed four overarching themes: immersive engagement, challenge–skill balance, enjoyment and motivation, and social and contextual factors. Subthemes included sensory immersion, time distortion, emotional resonance, progressive difficulty, perceived competence, intrinsic enjoyment, extrinsic rewards, social comparison, age-related perceptions, and technological barriers. Across age groups, participants described experiences of deep concentration, detachment from reality, and transformation of exercise into enjoyable play. Flow was enhanced by adaptive design features, immediate feedback, and social interaction but hindered by cybersickness, equipment cost, and cultural skepticism. VR exergames effectively foster flow by combining immersive engagement, balanced challenges, and motivational rewards, while also enabling social connection. However, age-related differences and contextual factors influence how flow is experienced, underscoring the importance of user-centered design. The findings contribute to both theoretical understanding of flow and practical strategies for optimizing VR exergames in health, rehabilitation, and fitness contexts.
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