On-Your Marks, Ready? Exploring the User Experience of a
VR Application for Runners with Cognitive-Behavioral Influences
Fernando Pedro Cardenas Hernandez
1,2 a
, Jan Schneider
1b
, Daniele Di Mitri
1c
and Hendrik Drachsler
1,2 d
1
DIPF - Leibniz Institute for Research and Information in Education, Rostocker Str. 6, 60323, Frankfurt am Main, Germany
2
Faculty of Computer Science, Robert-Mayer Str. 11-15, 60325, Goethe University, Frankfurt am Main, Germany
Keywords: User Experience, Virtual Reality, Mental Training, Sport Psychology.
Abstract: Athletes need to train both physical and mental abilities to enhance performance. While technologies such as
sensors and actuators have mainly focused on physical training, few solutions support mental training. Virtual
reality (VR) technology and cognitive behavioral therapy (CBT) open new possibilities for developing
applications targeting this type of training for athletes. We conducted a formative study to investigate the user
experience of integrating CBT techniques into VR technology, focusing on two essential mental factors of
running: strategy and motivation. To address these factors, we developed a CBT-influenced VR application.
We tested the user experience of our VR application with 25 runners. The results revealed that runners had a
positive and valuable experience with the VR application and its associated CBT elements. The perceived
importance of race strategy was a key predictor of user experience assessments. This study suggests that VR
solutions influenced by CBT are a plausible approach to developing suitable mental training tools in sports.
1 INTRODUCTION
Running is an accessible and low-cost sport that can
be practiced almost anywhere by almost anyone.
Nevertheless, running well and efficiently requires
comprehensive development of running skills
through training the physical, technical, and mental
aspects. However, the mental aspect is usually not
systematically trained (Cardenas Hernandez et al.,
2024). Moreover, most running training programs
focus primarily on physical and technical aspects,
often neglecting the crucial mental aspect (Boucher et
al., 2020; Rupprecht & Matkin, 2012).
One potential method to systematically train the
mental aspect could be derived from cognitive
behavioral therapy (CBT). CBT is an evidence-based
treatment for psychological disorders that can be
adapted for sport psychology as a cognitive
behavioral training. It helps athletes transform
dysfunctional performance behaviors and thoughts
into functional ones by blending behavior therapy and
a
https://orcid.org/0000-0002-0592-163X
b
https://orcid.org/0000-0001-8578-6409
c
https://orcid.org/0000-0002-9331-6893
d
https://orcid.org/0000-0001-8407-5314
cognitive therapy approaches (Gustafsson et al.,
2017). Some of its interventions include anxiety
management, goal-setting, and self-instruction
(Whelan et al., 1991). Virtual reality (VR) allows the
creation of interactive, immersive environments, both
real and imaginary, using graphics, sounds, and other
sensory stimuli (Kim et al., 2020; Scurati et al., 2021).
VR has been used with CBT in what is denominated
as virtual reality exposure-based cognitive behavioral
therapy (VRE-CBT) in mental health conditions (van
Loenen et al., 2022; Wu et al., 2021).
Drawing on the premise that VR can simulate
realistic visual training scenarios that enhance athletic
performance (Ahir et al., 2020), unlike verbal,
written, or 2D video instructions, we suggest that
VRE-CBT can be a useful tool for training optimal
behavior in high-intensity situations, such as running
races. Visualizing and repeating these virtual
scenarios could help athletes reduce errors and
improve their mental and perceptual skills, giving
them a competitive edge (Farley et al., 2019).
Cardenas Hernandez, F. P., Schneider, J., Di Mitri, D. and Drachsler, H.
On-Your Marks, Ready? Exploring the User Experience of a VR Application for Runners with Cognitive-Behavioral Influences.
DOI: 10.5220/0013271300003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 331-341
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
331
Building on VRE-CBT, we developed a CBT-
influenced VR application for head-mounted displays
(HMDs) in English. It integrates cognitive behavioral
techniques such as imagery (by virtually simulating
the running race), behavioral activation (by visual
and auditory emotionally charged stimuli), and
cognitive restructuring (by effective teaching the race
strategy) (Blackwell, 2021; DeSena et al., 2024;
Hanton et al., 2008). We aimed to investigate strategy
and motivation, which are mental factors that
significantly influence running competition outcomes
(Hammer & Podlog, 2016; Kilduff, 2014;
McCormick et al., 2019; Thiel et al., 2012).
In this work, strategy refers to the cognitive
process of making reflective decisions or choices
without time constraints (Gréhaigne et al., 1999). It
includes plans, principles of play, and guidelines
prepared beforehand. Meanwhile, motivation
describes the behavioral process influencing the
initiation, direction, magnitude, perseverance,
continuation, and quality in achieving a goal (Roberts
et al., 2018).
To explore how to target these mental factors, we
conducted a formative study in which runners of
different experience levels tested the VR application
and examined their end-user needs and preferences.
2 RELATED WORK
CBT is an evidence-based treatment for different
psychological disorders. It follows scientific evidence
that shows that thoughts (cognitions) and behaviors
(actions, choices) affect the way people feel
(emotions) (DeSena et al., 2024). VR has been used
as a technological tool for the behavior-cognitive
exposure component of CBT that, with the help of
virtual environments, facilitates the progressive
exposure to aversive-inducing stimuli within a
contextually appropriate and controlled scenario
(Opriş et al., 2012). In this sense, VRE-CBT can be
seen as a useful psychological intervention for
different mental challenges.
VR has been applied to train different mental
facets of sports performance. We identified that some
studies used VR technologies to support the affective
and cognitive components of mental training.
Regarding the affective dimension, VR
technologies have been used to lower soccer anxiety
levels by exposing users to simulated penalty kicks
(Harrison et al., 2021). Additionally, VR
interventions in stationary cycling have demonstrated
improvement in mood and reduction of tiredness
(Plante et al., 2003). Further, athletes feel more
motivated and less pressured during their training
(IJsselsteijn et al., 2004) and report increased
enjoyment (Mestre et al., 2011) using a virtual coach.
A positive effect on motivation has also been shown
in VR volleyball environments with emotionally
expressive virtual characters (Bai et al., 2021).
Elaborating on the cognitive dimension, VR
applications have shown potential in promoting
decision making in sports like basketball (Tsai et al.,
2019) and soccer (Wirth et al., 2021). They can also
support sprinters to improve their concentration
(Choiri et al., 2017) and help stationary cyclists to
ride at the prescribed speed by following the
instructions of a virtual coach (Mestre et al., 2011).
VR has also been used to analyze basketball tactics
(Cannavo et al., 2018) and to help rowers learn race
strategies to optimize energy use and enhance
performance (Hoffmann et al., 2014).
These research findings show that VR can address
both affective and cognitive components of sports,
but most studies have focused on either one
separately. We propose that a CBT-influenced VR
application can simultaneously target both aspects of
long-distance running. We also suggest that using a
CBT approach can provide an effective and
systematic way to initiate the development of VR
technology for potential mental training purposes.
3 SCOPE OF THIS STUDY
This article presents a study on the user experience
(UX) of a CBT-influenced VR application, exploring
its potential to integrate strategic and motivational
facets for long-distance races using an HMD without
physical running.
The research questions (RQs) of our study are:
RQ1: How is the user experience characterized
within the VR application, as assessed through
usability metrics and subjective evaluations?
RQ2: What are the main strengths and
drawbacks of the VR application as articulated by
individuals engaged in running activities?
RQ3: To what extent is the VR application
feasible as a cognitive-behavioral tool for potential
use in mental preparation for running races?
RQ4: What user profiles are most likely to
benefit from using this VR application?
3.1 VR-Application Description
We aimed to make the application effective by
following the conditions for VR exposure therapy that
Krijn et al. (Krijn et al., 2004) described: the virtual
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Figure 1: VR application flow diagram. Sequence of scenes.
environment should make users feel present, elicit
emotions, and induce cognitive changes generalizable
to real situations.
The VR application simulates typical racing
scenarios, aiming to instruct the running pace as the
main strategy, while a virtual coach avatar provides
strategic guidance, encouraging words, and
background audio plays to elicit emotion and
immersion for the user. As shown in Figure 1, the
CBT-influenced VR application takes the user
through six sequential scenes. These scenes are:
Settings: In this scene, the user can choose a preferred
initial pace for the competition, which is a crucial
strategic factor for any runner to know before starting
a race. The chosen pace will also set the speed of other
virtual characters in the subsequent scenes. The user
can select a pace from a list of values ranging from
2:30 to 6:30 min/km, with 0.10 min/km increments.
After selecting a pace, the user must press a virtual
button (start button) to proceed to the next scene.
Transition 1: This scene involves CBT techniques
such as behavioral activation and cognitive
restructuring. Here, the user is in a stadium setting,
where a female coach avatar gives a motivational
speech with strategic tips and encouragement. After
listening to the coach, the user must push a virtual
button to continue to the next scene. While the next
scene is loading, a sports-related inspirational quote
shows up on the screen. The goal of this scene is to
positively influence users’ motivation beforehand.
Start of the Race: It incorporates CBT techniques
such as imagery and cognitive restructuring. It depicts
the start of a road race based on a real competition
(see Figure 2). It plays the background sound of a
cheering crowd at a sporting event. The user is one of
the 41 virtual runners lined up at the starting line. The
starting gun signals the beginning of the race, and the
virtual characters sprint ahead. The user must use the
controllers to participate in the race. The thumb stick
determines the direction of the user’s motion, while
the buttons adjust the user’s pace. A speedometer in
the lower left side of the user view changes its reading
based on the user's pace. After completing about 300
m, which is one third of the route, the user listens to
the coach avatar giving a voice narration. The coach
voice advises the user to avoid running fast and to
focus on keeping a steady pace. This part is
envisioned to target the strategy by instructing users
to avoid the common mistake of exhausting their
energy in the first stage of the race. The scene ends
when the user finishes the 1 km route, and the next
scene loads automatically.
Figure 2: User’s view of the "start of the race" scene.
Transition 2: It applies the behavioral activation
technique. In this scene, the user comes back to the
stadium. The coach avatar advises to stay calm and
confident for the next few kilometers of the race; it
also remarks that the user will soon overtake runners
who anxiously started too fast and are now exhausted.
After the coach’s speech, the user must press a virtual
button to advance to the following scene. The purpose
of this scene is to keep motivating the user by
explaining the outcome of applying the strategy at the
start of the race. A motivational quote for sports
appears on the screen as the subsequent scene loads.
Finish of the race: This scene incorporates CBT
techniques such as imagery, behavioral activation and
cognitive restructuring. In this scene, the user and
three virtual runner characters are nearing the finish
line on a street. The background sound consists of the
applause and cheers of a crowd, which gets louder as
the user approaches the end of the race. As the finish
line comes into view, the coach's voice reminds users
to swing their arms to increase their speed and
encourages them to give their best despite fatigue and
soreness. A motivational melody also starts playing
in the background. By doing all this, we aim to teach
strategy and boost motivation. The scene switches
automatically after the user crosses the finish line.
(a)
On-Your Marks, Ready? Exploring the User Experience of a VR Application for Runners with Cognitive-Behavioral Influences
333
Transition 3: It uses behavioral activation. This is the
last scene where the coach avatar acclaims the user
for exercising and encourages the user to succeed in
running a smart race. A celebratory melody plays in
the background to congratulate the user for finishing
the race. The user must then press a virtual button to
return to the first scene, marking the end of the mental
preparation.
With the VR-HMD's controllers, users could
interact with the virtual world in a first-person view.
Regarding the controllersbuttons, the primary thumb
stick on the left controller enabled users to navigate
the virtual environment. By tilting their heads, they
could also adjust their direction of movement. To
adjust their speed, users pressed the B and A buttons
on the right controller, which respectively increased
or decreased it by 2 min/km each time.
Using the Unity game engine, we developed an
immersive VR application in English for the Oculus
Quest 2. We used CityGen3D editor to generate the
streets of the city for some VR scenes, created the
avatar's voice using a text-to-speech voice generator,
and applied Unity's built-in rendering pipeline to
create our VR-application. This VR application was
installed on the Oculus Quest 2 with a resolution of
1832 x 1920 pixels per eye, a refresh rate of 90 Hz,
and a field of view of 90 degrees. Participants used
the Oculus’s built-in headphones for audio.
To conclude this section, we would like to note
that we avoided involving the lower extremities in our
VR application, to prevent additional physical strain
on the runner’s legs beyond their regular training
before a competition.
4 METHODS
In this section, we explain how we proceeded to
identify key determinants of using VR technology
influenced by CBT and HMD to train strategy and
motivation for runners. All user tests were conducted
in accordance with our research project’s declaration
and obtained the approval of the ethical committee of
the authors’ institute.
4.1 Participants
This study included 25 participants (8 women, 17
men) who were regular or past runners who had
competed in a 3 km or longer race at least once. They
ranged in age between 21 and 57 years old (M = 37.1,
SD = 10.3) with a mean of 9.61 (SD = 8.45) years of
experience and a mean of 12.6 (SD = 18.3) running
races from 8 different countries. All participants
reported having English proficiency and were
voluntarily recruited through personal or third-party
verbal invitations, without regard to gender,
nationality, education, age, or running experience.
4.2 Procedure
Based on the participants’ locations, we conducted
our study in indoor and shady outdoor settings with
low noise levels to prevent distractions and potential
malfunctions with the HMD.
Before testing the CBT-influenced VR-
application, a researcher set the HMD’s virtual
boundaries for each participant. A researcher also
gave each participant written and verbal instructions
on how to use the VR application properly. The
researcher then adjusted the head strap of the HMD
to fit the participant's head size, and the participant
started using the VR application in a standing-up
position. Each single-test session lasted about 6-7
minutes per participant.
Upon testing the VR-application, participants were
asked to fill out a printed UX questionnaire. The
researcher took notes about the participants’ comments
and behaviors during the tests. Finally, the researchers
thanked people for their participation and gave them
more information about the study's purpose.
4.3 Apparatus and Material
We used the Oculus Quest 2 as the primary device for
this study. This is an affordable, widely available all-
in-one VR device with full motion freedom and a
high-resolution display.
To explore the user experience of our VR
application from a usability and a CBT-influenced
perspective, participants completed a paper UX
questionnaire. It was anonymous and consisted of 13
questions on a 10-point Likert scale and seven open-
ended questions in English. It was adapted from the
one developed for the Multimodal Learning Analytics
Grand Challenge (Worsley et al., 2015) and has been
validated and proven reliable in previous studies
(Romano et al., 2019; Schneider et al., 2019).
For reference in next sections, the questionnaire
Likert-scale items are represented as follows:
a) How likely would I be to use this VR application
in my free time?, b) How would I rate my experience
with this VR application?, c) Would I recommend this
VR application to a friend?, d) How motivated would
I be to use this VR application again?, e) Is the VR-
application fun to use?, f) I really felt like I was in a
race while using this VR application, g) I felt very
immersed in the VR scenarios while using the
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application, h) It is very important to feel immersed
in this type of (mental) training, i) A VR application
like this has the potential to help me improve my
tactic/strategy for a race, j) How important do I
perceive the execution of a good tactic/strategy
during a running race?, k) A VR application like this
has the potential to motivate me to push myself harder
to perform great in a race, l) I feel like I have learned
something while interacting with the VR application,
and m) A VR application like this has the potential to
train other elements of the mental aspects in a race.
4.4 Data Analysis
For comparison of all Likert scale ratings, data were
reported as means (M) and standard deviations (SD).
As an indicator of internal consistency reliability of
the items contributing to measure the same construct,
the Cronbach’s alpha was obtained. Its interpretation
followed the approach of George and Mallery
(George & Mallery, 2003), which is summarized as:
“_ > .9 Excellent, _ > .8 Good, _ > .7 Acceptable,
_ > .6 Questionable, _ > .5 Poor, and _ < .5
Unacceptable”.
Furthermore, we used Pearson's correlation to
examine the strength and direction of the
relationships between the features that shape the
participants' opinions on the VR application
(independent variables) and their Likert-scale
responses. For this purpose, we calculated the
correlation coefficient (Pearson's r) and the p-value.
We reported the strength of the correlation using the
interpretation given by Dancey and Reidy (Dancey &
Reidy, 2007). For determining statistical significance,
we distinguish three cutoffs: p-value < 0.001, p-value
< 0.01, and p-value < 0.05.
Multiple linear regression models were used to
examine the effects of independent variables, and the
estimated marginal means for the categorical
predictors were calculated. All reported data was
statistically analyzed using Jamovi 2.4.5 software.
We applied a qualitative analysis of open-ended
responses by coding the data into emerging categories
and selecting the most frequent codes. Two
researchers independently performed the analysis and
compared their results.
5 RESULTS
Out of the 25 participants, eight reported having some
prior experience with VR technology. The results of
the Likert-scale questions, grouped by UX
questionnaire themes: user experience and support for
mental training, and constructs: acceptance,
immersion–presence (imagery component), race
strategy (cognitive restructuring and behavioral
activation component), motivation, and other mental
factors, are presented in Table 1. We ordered each
item in the groups by its mean in ascending order.
Table 1: Means (M) and Standard Deviations (SD) of the
Likert-scale items from the UX questionnaire.
Theme Construct
Likert-
scale
item
M SD
User
experience
Acceptance
a
ul
5.40 2.29
b
an
6.20 1.73
c
da
6.32 2.61
d
bm
6.76 2.35
e
da
7.52 2.20
Immersion –
presence
(Imagery)
f
da
6.56 2.58
g
da
6.72 2.30
h
da
7.44 1.76
Support
for mental
training
Race strategy
(Cognitive
restructuring
& behavioral
activation)
i
da
7.00 1.78
j
da
8.92 1.26
Motivation
k
da
6.80 1.87
Other mental
factors
l
da
6.36 1.78
m
da
7.28 1.99
an 1 Very awkward – 10 Very natural
bm
1 Extremely bored – 10 Extremely motivated
ul 1 Very unlikely – 10 Very likely
da 1 Strongly disagree
10 Strongly agree
Participants rated the CBT-influenced VR
application positively for the acceptance construct (M
= 6.44, SD = 0.77 for aggregated values, Av) and the
immersion-presence construct (M = 6.9, SD = 0.47
for Av), signifying that they liked the VR application
and felt an acceptable degree of immersion (imagery)
in the virtual scenarios.
They also agreed that the VR application could
help them train the strategy (M = 7.96, SD = 1.36 for
Av) and other mental aspects of a running race (M =
6.82, SD = 0.65 for Av), and enhance their motivation
(M = 6.80, SD = 1.87). Moreover, they emphasized
the high importance of the strategic part during a race
(cognitive restructuring and behavioral activation).
We also conducted a correlation statistical
analysis to examine the relationship between the
Likert-scale responses from the UX questionnaire and
the independent variables: participants’ age, running
experience, and perceived importance of strategy
(Likert-scale item j). The analysis revealed some
noteworthy findings (see Table 2), which are
elaborated in the subsequent paragraphs.
On-Your Marks, Ready? Exploring the User Experience of a VR Application for Runners with Cognitive-Behavioral Influences
335
Table 2: Pearson’s correlation coefficients between the Likert-scale ratings from the UX questionnaire and the independent
variables: participants’ age, running experience, and perceived importance of strategy.
Theme Construct
Likert – scale
item
Age
Running
experience
Perceived importance
of strategy
User
experience
Acceptance
a -0.101 -0.124 0.374
b -0.157 -0.178 0.353
c -0.303 -0.226 0.568*
d -0.162 -0.183 0.502*
e -0.358 -0.174 0.483*
Immersion–presence
(Imagery)
f -0.198 -0.279 0.477*
g -0.211 -0.121 0.352
h -0.466* -0.205 0.621***
Support for
mental
training
Race strategy
(Cognitive restructuring &
b
ehavioral activation)
i -0.406* -0.239 0.709***
Motivation k -0.559** -0.465* 0.667***
Other mental factors
l -0.250 -0.170 0.536**
m -0.520** -0.458* 0.560**
*** p-value < 0.001, ** p-value < 0.01, * p-value < 0.05
Concerning the user experience theme and its:
acceptance construct, the correlation analysis
indicated that participants who rated their strategy as
more important also had more positive attitudes and
experiences with the VR application. They were more
likely to use it again, recommend it to others, and
enjoy it.
immersion-presence construct, the correlation
analysis showed that older runners tend to rate feeling
immersed for mental training as less important than
younger runners. In the same way, it was found that
the runners who rated their strategy as more important
also had higher ratings for the feeling in the race and
the importance of feeling immersed, and vice versa.
Speaking of the support for mental training theme
and its:
race strategy construct, the correlation analysis
indicated that older runners tend to give lower scores
than younger runners on how much they think a VR
application can help them improve their race strategy.
Additionally, the analysis suggested that the
participants who rated the VR application higher in
terms of its usefulness for their race strategy also
valued their race strategy more.
motivation construct, the correlation analysis
revealed that older and more experienced runners
were less convinced that a VR application could help
them improve their motivation for race preparation
than younger and less experienced runners. The
correlation analysis also indicated that the runners
who valued their strategy more also rated the VR
application higher in terms of its motivational effect,
and vice versa.
other mental factors construct, the correlation
analysis showed that older and more experienced
runners were less convinced that a VR application
could help them improve other mental aspects of their
race preparation than younger and less experienced
runners.
On the other hand, the correlation analysis
revealed that the runners who valued their strategy
more also rated the VR application higher in terms of
its usefulness for other mental elements, and vice
versa. Likewise, the correlation analysis indicated
that the runners who felt that they learned something
from the VR application also rated strategy higher in
terms of its importance, and vice versa.
We assessed the reliability of the acceptance and
immersion-presence constructs by calculating the
Cronbach's alpha coefficient for each construct based
on the mean of the items that composed it. The
acceptance construct had excellent internal
consistency (Cronbach's α = 0.925), and the
immersion-presence construct had good internal
consistency (Cronbach's α = 0.827).
Subsequently, we examined how the independent
variables (participants' age, running experience, and
perceived importance of strategy) influence
participants’ assessments of our four constructs
(acceptance, immersion-presence, race strategy, and
motivation). We applied multiple linear regression
models to analyze the effects of the independent
variables on each construct and estimated the
marginal means for the categorical predictors. The R2
values for each construct were: acceptance = 0.319,
immersion-presence = 0.322, race strategy = 0.524,
and motivation = 0.549.
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Table 3: Model coefficients of the constructs: acceptance, immersion-presence, race strategy, and motivation.
Theme
Construct Predictor Estimate
Standard
error
t p-value
Standard
estimate
User
experience
Acceptance
Interce
p
t -4.508 4.721 -0.955 0.350 -
A
g
e 0.056 0.053 1.054 0.304 0.295
Running
experience
-0.050 0.051 -0.973 0.342 -0.216
Perceived
importance of
strate
gy
1.046 0.376 2.782 0.011 0.665
Immersion–presence
(Imagery)
Interce
p
t -2.503 4.599 -0.544 0.592 -
A
g
e 0.036 0.052 0.699 0.492 0.196
Running
ex
p
erience
-0.046 0.050 -0.919 0.368 -0.203
Perceived
importance of
strate
gy
0.952 0.366 2.600 0.017 0.620
Support for
mental
training
Race strategy
(Cognitive
restructuring &
behavioral activation)
Intercept -3.967 3.549 -1.118 0.276 -
Age 0.033 0.040 0.836 0.413 -0.168
Running
ex
p
erience
-0.035 0.039 -0.907 0.375 0.795
Perceived
importance of
strateg
y
1.127 0.282 3.985 < .001 0.196
Motivation
Intercept -0.461 3.636 -0.127 0.900 -
A
g
e 0.001 0.041 0.033 0.974 0.007
Running
experience
-0.073 0.039 -1.852 0.078 -0.334
Perceived
importance of
strate
gy
0.888 0.289 3.064 0.006 -
Our results (see Table 3) showed that only
perceived importance of strategy significantly
predicted the four constructs, while age and
experience did not significantly predict any.
The open-ended questions helped us identify the
upsides and downsides of the VR application and
suggested potential improvements. Participants gave
positive feedback on diverse aspects of the VR
application. 11 participants commented that they
learned to apply running pace during different stages
of a race. Two participants mentioned that they
learned something new about the running technique,
such as swinging their arms.
The background audio was another feature that
received high satisfaction from six participants, who
appreciated its motivational effects. The selection of
the virtual stages in a race was also approved by 11
participants, who enjoyed the diversity and realism of
the scenarios. Finally, seven participants found the
guidance and instructions helpful, and supportive.
Participants also reported some downsides to the
VR application. Three participants experienced
cybersickness symptoms like dizziness and eye strain,
but none felt the need to stop using the application.
Two participants who wore glasses expressed their
displeasure to wear them along with the HMD as it
made them feel uncomfortable. Some scenarios,
especially the "finish of the race" scene, were too
short for three participants, who complained about its
time duration. Three participants also reported initial
difficulties with the VR technology, needing more
time and instructions to adjust to the VR environment
and controls.
Additionally, participants also provided some
suggestions to enhance the VR application. 12
participants reported that to get a higher immersion,
it is necessary to incorporate physical movements that
mimic the running gait, such as swinging the arms or
lifting the knees. They believed that this would make
the VR experience more realistic and engaging. Six
participants recommended adding additional race
strategy scenarios, stages, and effects, such as
different terrains or weather conditions. Three
participants suggested finding alternatives to control
the speed in the VR application. They found the
current method of using a controller to be unnatural.
On-Your Marks, Ready? Exploring the User Experience of a VR Application for Runners with Cognitive-Behavioral Influences
337
Seven participants suggested improving the graphics,
indicating they were blurry.
More than half of the participants struggled to use
their VR hands to interact with the virtual elements at
the start of the test. For instance, one lady in her
sixties, who was excluded from the results, spent
about 15 minutes trying unsuccessfully. Six
participants exhibited boredom and asked the
researchers how long it would take to complete the
"start of the race" scene.
Other six participants disregarded the avatar's
speech and kept pushing the button to augment their
speed. Approximately five participants looked up at
the sky or turned their heads to explore their
surroundings while virtually moving. Six participants
whose mother tongue was not English paid no
attention to the motivational quotes and the avatar's
speech during the test.
6 DISCUSSIONS
Regarding the user experience of our CBT-influenced
VR application (RQ1), overall, it received positive
ratings from the participants in terms of acceptance
and immersion. The mean scores of the items used to
evaluate these aspects were higher than six (on a 10-
point scale) for more than 80% of the time, indicating
that the participants had acceptable user experience.
Based on our results, we identified the main
perceived strengths and drawbacks of using our VR
application (RQ2). As distinguishable positive facets,
we found that participants enjoyed, engaged,
recognized and appreciated the virtual scenarios and
their background audio that simulated race stages.
This suggests that these scenarios contain relevant
and valuable features that can facilitate meaningful
learning experiences in virtual environments, as
supported by previous work (Dengel et al., 2022;
Vergara et al., 2019). Likewise, the presence of the
avatar coach and its guidance had a positive effect on
most participants’ perception (19 out of 25
participants), confirming its beneficial influence as
reported by prior studies (Eyck et al., 2006;
IJsselsteijn et al., 2006). Specifically, runners stated
learning to adjust their running pace according to the
coach avatar’s feedback, aligning with the research
findings on cycling (Mestre et al., 2011). Moreover,
the participants experienced relatively low levels of
cybersickness symptoms from the VR-application.
As visible drawbacks, we distinguished that some
participants faced challenges in getting accustomed to
and interacting with the VR application at the
beginning of the test. They claimed they needed more
time and guidance to adapt to the virtual environment
and its controls. These challenges could affect their
motivation and cause frustration. However, the use of
general user models based on people’s experience,
gender, or age could represent a viable alternative to
ease adaptation in virtual environments (Octavia et
al., 2011). On the other hand, although standing up
and using buttons or a joystick to control the VR
application have evoked some feelings and
perceptions related to running a race, participants
expected a more natural and intuitive way to mimic
real running gait for controlling speed and direction
in VR. Walking-based locomotion techniques
(Martinez et al., 2022) such as arm swinging, may be
adequate solutions for our application, as some
participants performed this movement involuntarily.
Furthermore, using a second language instead of the
native one may have caused some participants to
ignore the motivational quotes and the avatar's speech
in English, possibly due to the lack of language
switching skills. The incorporation of more languages
could mitigate this challenge.
Moreover, the application was perceived as a
promising VR-cognitive behavioral intervention that
can support mental preparation for running races
(RQ3). Our findings suggest that the VR application
has the potential to support elements such as race
strategy and motivation simultaneously.
Additionally, the runners gave a slightly higher rating
for strategy training than for motivation training. This
result is reflected in the open-ended questions, where
some runners mentioned: “I learned again to keep the
pace, mostly at the beginning of the race…”, “There
were good suggestions about pacing yourself …” and
“Slowing down in the beginning even if others
overtake you…”. However, other runners also
expressed boredom and commented: “I felt bored in
few minutes” and “It was realistic, but at same points
of the race, it was a bit boring”. To maintain
participants’ engagement, it would be advisable to
provide strategic instructions or motivational
speeches more frequently, as well as to monitor user
performance and give appropriate feedback regularly.
In addition, some participants orally expressed their
desire to interact with the virtual runners of the
application in an expressive manner. This finding is
consistent with the results of Bai et al (Bai et al.,
2021), who stated that virtual characters with emotion
expression in VR volleyball games can increase the
user’s emotional experience and engagement.
In terms of the type of users who have the
potential to benefit most from the VR application
(RQ4), results showed that the perceived importance
of the race strategy plays a key role in shaping the
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user's attitude, experience, motivation, learning
outcome, immersion, and usefulness of our CBT-
influenced VR application, regardless of their running
experience. Therefore, to get the most value out of our
VR-application, we recommend explaining to users
the relevance of a good race strategy, as pointed out
by Abbis and Laursen (Abbiss & Laursen, 2008).
The runners’ age variable can also modify the
user's importance of immersion and the usefulness of
the VR-application. Our results suggest that older
runners are less likely to value immersion for mental
training in VR than younger runners. This may be due
to different preferences or lower levels of experience
with VR. This finding aligns with previous research
(Syed-Abdul et al., 2019), which indicated that older
adults may face barriers or challenges in using VR,
such as lack of access, skills, or confidence, affecting
their perception of VR experiences.
This study has some limitations that should be
acknowledged. As a first limitation, we consulted
participants to explore whether our CBT-influenced
VR application could work, but we did not measure
its actual effectiveness. Nevertheless, studies like this
are good enough to provide a rough idea about the
functionality and impact on real users. Second, our
relatively small sample size (25 participants) may
affect the statistical reliability of our results.
Although a larger and more diverse sample would be
desirable to confirm and extend our findings, for
exploratory studies like ours, the number of
participants does not require many participants
(Nielsen & Landauer, 1993). Third, our study focused
only on strategy and motivation as the target mental
elements, but there are other cognitive (e.g., attention
and memory) and behavioral factors (e.g., confidence
and happiness) that may also affect an athlete's
performance. Finally, we used generic virtual
scenarios in our study that were suitable for any
runner, but they did not cater to or adapt to the
specific needs of each runner.
7 CONCLUSIONS
We presented a formative study on the user
experience of a VR application that targets mental
factors in endurance sports such as running. Results
from our study show the feasibility of using such an
application for targeting mental elements such as race
strategy and motivation simultaneously from the
perspective of runners with race experience. The
results and methods in this study may serve as a
guideline for researchers and developers to create
CBT-influenced VR tools for potential mental
training in the field of sports psychology, aimed at
enhancing athletes’ performance.
The CBT-influenced VR application appeals
more to the participants who have a high interest in
strategy as a key factor in their mental preparation.
The application may not be as attractive for
participants who do not value strategy as much or
have other preferences or goals. The user experience
in CBT-influenced VR applications may vary by
participants’ age, as different age groups have
different perspectives and expectations on the VR
technology.
For future work, we suggest exploring the
incorporation of meaningful or recognizable music in
the design of an CBT-influenced VR application, as
it has been demonstrated to improve athletes’
performance by increasing their motivation and
enjoyment (Ballmann et al., 2021). Similarly, we
recommend the integration of multisensory sources
(visual, audio, and tactile), as they may regulate the
cognitive load and enhance the user experience by
increasing immersion and presence with vibrotactile
stimuli (Marucci et al., 2021). In that sense, runners
can get mentally prepared through VR-cognitive-
behavioral training, which complements the physical
and technical aspects, and run their best possible race
with confidence.
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