Literature DB >> 28715263

Acute Effect of Virtual Reality Exercise Bike Games on College Students' Physiological and Psychological Outcomes.

Nan Zeng1, Zachary Pope1, Zan Gao1.   

Abstract

Commercially available virtual reality (VR) exercise systems are extensively used in many health domains among clinical populations. However, evidence regarding the efficacy of this technology on healthy adults' health-related outcomes is unknown. This pilot study compared physiological and psychological responses following exercise on a VR-based exercise bike (VirZoom) and traditional stationary exercise bike. Twelve healthy college students (9 females; Mage = 25.01, SD = ± 4.74; MBMI = 22.84, SD = ± 3.68) completed two separate 20-minute exercise sessions on the VR-based exercise bike and traditional stationary exercise bike. Blood pressure (BP), ratings of perceived exertion, self-efficacy, and enjoyment were assessed as primary outcomes. Dependent t-tests indicated no significant differences in mean systolic or diastolic BP changes from pre to postexercise between the VR-based exercise and traditional stationary biking sessions (all p > 0.05). Notably, participants reported significantly higher ratings of perceived exertion (p < 0.05, Cohen's d = 0.68) during the traditional exercise biking session compared with VR-based exercise biking session. However, participants had significantly higher self-efficacy (p < 0.05, Cohen's d = -0.83) and enjoyment (p < 0.05, Cohen's d = -0.89) during the VR-based exercise biking session compared with traditional stationary biking. The commercially available VR-based exercise bike (VirZoom) may be considered an effective, enjoyable, and motivating physical activity tool. Further interventions with larger and more diverse samples and examinations of more health-related outcomes are warranted to determine optimal application of VR-based exercise programming among various populations.

Entities:  

Keywords:  blood pressure; enjoyment; perceived exertion; self-efficacy; virtual reality

Mesh:

Year:  2017        PMID: 28715263     DOI: 10.1089/cyber.2017.0042

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  16 in total

1.  Advancing science and practice using immersive virtual reality: what behavioral medicine has to offer.

Authors:  Susan Persky; Megan A Lewis
Journal:  Transl Behav Med       Date:  2019-11-25       Impact factor: 3.046

Review 2.  Virtual Reality Exercise for Anxiety and Depression: A Preliminary Review of Current Research in an Emerging Field.

Authors:  Nan Zeng; Zachary Pope; Jung Eun Lee; Zan Gao
Journal:  J Clin Med       Date:  2018-03-04       Impact factor: 4.241

3.  Does attractiveness influence condom use intentions in women who have sex with men?

Authors:  Anastasia Eleftheriou; Seth Bullock; Cynthia A Graham; Shayna Skakoon-Sparling; Roger Ingham
Journal:  PLoS One       Date:  2019-05-23       Impact factor: 3.240

4.  Emerging Technology in Promoting Physical Activity and Health: Challenges and Opportunities.

Authors:  Zan Gao; Jung Eun Lee
Journal:  J Clin Med       Date:  2019-11-01       Impact factor: 4.241

5.  Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study.

Authors:  Jacek Polechoński; Katarzyna Nierwińska; Barbara Kalita; Piotr Wodarski
Journal:  Int J Environ Res Public Health       Date:  2020-11-01       Impact factor: 3.390

6.  Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study.

Authors:  Yuqi Liu; Yao Song; Ryoichi Tamura
Journal:  Int J Environ Res Public Health       Date:  2020-11-26       Impact factor: 3.390

7.  The Motor Function Evaluation of College Students' Physical Activity State From the Perspective of Educational Psychology.

Authors:  Sha Ge; Chao Song; Wanxiang Yao
Journal:  Front Psychol       Date:  2021-04-15

8.  Development of an 360-degree virtual reality video-based immersive cycle training system for physical enhancement in older adults: a feasibility study : Development of immersive virtual cycle for older adults.

Authors:  Namsu Lee; Wonjae Choi; Seungwon Lee
Journal:  BMC Geriatr       Date:  2021-05-22       Impact factor: 3.921

9.  The Effectiveness of Virtual Reality Exercise on Individual's Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review.

Authors:  Jiali Qian; Daniel J McDonough; Zan Gao
Journal:  Int J Environ Res Public Health       Date:  2020-06-10       Impact factor: 3.390

10.  Parents of Adolescents Perspectives of Physical Activity, Gaming and Virtual Reality: Qualitative Study.

Authors:  Lucy McMichael; Nuša Farič; Katie Newby; Henry W W Potts; Adrian Hon; Lee Smith; Andrew Steptoe; Abi Fisher
Journal:  JMIR Serious Games       Date:  2020-08-25       Impact factor: 4.143

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