Narrative-Driven VR Exergames for Active Older Adults: Examining the Impact of Narrative Styles and Themes on Motivation and User Experience
JournalCORE journal ranking: CORE AInternational Journal of Human-Computer Studies, 2026
In short
Can a story keep active older adults motivated in a VR cycling exergame? Across two studies we compared narrative styles that asked for different amounts of interaction, and three kinds of story: hedonic, eudaimonic and mixed-affective.
The game in the study
A VR cycling exergame developed in Unity and played on a stationary bike, told from the perspective of the protagonist, David.


Key findings
- With 15 participants, interactive narratives increased feelings of autonomy and relatedness and lowered perceived exertion, though they were more cognitively demanding.
- With 36 participants, hedonic stories supported flow and motivation at a low cognitive cost, while eudaimonic stories prompted deeper reflection but were more demanding and less replayable.
- Mixed-affective stories offered the best balance between motivation and feeling competent.
Read and cite
© 2026. This manuscript version is made available under the CC BY-NC-ND 4.0 licence.
APA citation
Zhou, M., Jin, M., Peng, X., Stawarz, K., Denisova, A., Huang, J., & Barathi, S. C. (2026). Narrative-Driven VR Exergames for Active Older Adults: Examining the Impact of Narrative Styles and Themes on Motivation and User Experience. International Journal of Human-Computer Studies, 103954. https://doi.org/10.1016/j.ijhcs.2026.103954
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