Lisanne Kleygrewe

Chapter 3 60 RESULTS Differences in training responses between RL SBT and VR SBT Paired-samples t-tests were conducted to investigate differences in training responses between VR SBT and RL SBT. No statistically significant difference was found in average HR (bpm). Maximum HR (bpm) was significantly higher in RL (M = 136.96, SD = 16.82) than in VR (M = 126.28, SD = 16.23), t(53) = −4.2, p < .001, d = 0.65. Average level of physical activity (VMU) was significantly higher in RL (M = 0.08, SD = 0.02) than in VR (M = 0.06, SD = 0.01), t(53) = −5.71, p < .001, d = 1.20. Invested mental effort (RSME) was significantly higher in VR (M = 52.64, SD = 25.57) than in RL (M = 46.11, SD = 21.17), t(113) = 2.68, p = .008, d = 0.28. No statistically significant difference was found in perceived stress. Detailed statistics of the paired-samples t-tests can be found in Table 3.1. Table 3.1. Paired-samples t-test results. VR SBT RL SBT Mean Difference 95 % CI df t p Cohen’s d n M s n M SD Lower Upper Average HR 54 90.91 12.84 54 88.63 13.22 2.28 -0.92 5.49 53 1.43 .159 0.18 Maximum HR 54 126.28 16.23 54 136.96 16.82 -10.69 -15.78 -5.58 53 -4.2 <.001 0.65 Average Activity 54 0.06 0.01 54 0.08 0.02 -0.02 -0.03 -0.01 53 -5.71 <.001 1.20 Mental Effort 114 52.64 25.57 114 46.11 21.17 6.53 1.71 11.34 113 2.68 .008 0.28 Perceived Stress 114 36.10 20.37 114 38.98 19.90 -2.89 -7.11 1.34 113 -1.35 .179 0.14 Note: Average and maximum HR in bpm. Average (physical) activity in VMUs. Mental effort (RSME) on a visual analogue scale from 1 to 150. Perceived stress on a visual analogue scale from 1 to 100. Variance in mental effort in VR explained by participant characteristics and VR experience factors Hierarchical multiple regression was used to assess whether sense of presence indicators in VR (spatial presence, engagement, and negative effects) predicted mental effort (VAS RSME) in VR after controlling for the influence of participant characteristics (age, VR knowledge, gaming frequency, prior VR experience). Preliminary analyses were conducted to ensure no violation of the assumptions of normality, linearity, multicollinearity, and homoscedasticity. Due to high correlation coefficients amongst the predictor variables spatial presence and ecological validity (.80) indicating violations of the assumptions of multicollinearity, we omitted ecological validity from the model (resulting in a higher adjusted R squared compared to a model retaining ecological validity as a predictor). Age, VR knowledge, gaming frequency, prior VR experience were entered at Step 1, explaining 10% of the variance in mental effort. After entry of VR spatial presence, VR engagement, and VR negative effects at Step 2 the total variance explained

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