2022
DOI: 10.2196/38200
|View full text |Cite
|
Sign up to set email alerts
|

The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial

Abstract: Background Virtual reality (VR) exergaming is a new intervention strategy to help humans engage in physical activity to enhance mood. VR exergaming may improve both mood and executive function by acting on the prefrontal cortex, expanding the potential benefits. However, the impact of VR exergaming on executive function has not been fully investigated, and associated intervention strategies have not yet been established. Objective This study aims to inv… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
7
0

Year Published

2024
2024
2024
2024

Publication Types

Select...
5
1
1

Relationship

1
6

Authors

Journals

citations
Cited by 11 publications
(8 citation statements)
references
References 61 publications
(89 reference statements)
1
7
0
Order By: Relevance
“…Lastly, preliminary comparisons of pre-post VR fitness measurement session mood states revealed reported changes in mood that are consistent with the beneficial changes we would expect from a bout of moderate-intensity PA [36] and with previous VR exergaming research [28,35]. These changes provide preliminary evidence for the positive mental health benefits of even single sessions of VR fitness, which is encouraging given the relationship between positive affect and adherence to PA [50].…”
Section: Discussionsupporting
confidence: 76%
See 1 more Smart Citation
“…Lastly, preliminary comparisons of pre-post VR fitness measurement session mood states revealed reported changes in mood that are consistent with the beneficial changes we would expect from a bout of moderate-intensity PA [36] and with previous VR exergaming research [28,35]. These changes provide preliminary evidence for the positive mental health benefits of even single sessions of VR fitness, which is encouraging given the relationship between positive affect and adherence to PA [50].…”
Section: Discussionsupporting
confidence: 76%
“…Participants completed surveys at the beginning and end of each session to assess potential changes in mood states, which were assessed with the POMS-SF [32]. Our specific subscales of interest were vigor (ie, lively, active, energetic, full of pep, and vigorous) and fatigue (ie, worn out, fatigued, exhausted, weary, and bushed), as these were thought to be the most receptive to participants' exertion within our acute aerobic intervention and nonclinical sample [35,36]; however, the entire POMS-SF was completed by each participant.…”
Section: Mood Statesmentioning
confidence: 99%
“…The sample size was calculated using G*Power software (version 3.1.9.2) [ 27 ], employing an F-test for repeated measures, within–between interaction ANOVA. This analysis indicated that a total of 14 participants would be required to detect a medium effect size (Cohen’s f = 0.25) with a significance level (α) of 0.05 and a power of 80% for observing changes in HR and RPE following an acute exergaming session in young individuals [ 28 ]. The Shapiro–Wilk test was used to evaluate the normality of data distribution.…”
Section: Methodsmentioning
confidence: 99%
“…Previous studies have suggested that VR may increase the potential for long-term participation in physical activity by distracting attention from negative images of exercise that depict it as physically fatiguing (Faric et al 2019), boring, or strenuous (Qian, McDonough, and Gao 2020;Ekkekakis, Hall, and Petruzzello 2008). Furthermore, the authors have confirmed that VR exergames induce a pleasant mood (Ochi, Kuwamizu, Fujimoto, et al 2022), and exercising in VR, which fosters positive mood, may enhance executive function (Byun et al 2014;Suwabe et al 2021;Fukuie et al 2023). However, the clarity regarding whether exercise in VR enhances executive function compared to simple exercise or if LC activity (catecholaminergic neuron activity plays a role in the background, is currently lacking.…”
Section: Introductionmentioning
confidence: 94%