| Literature DB >> 30060451 |
David L Neumann1, Robyn L Moffitt2.
Abstract
Engaging in physical exercise in a virtual reality (VR) environment has been reported to improve physical effort and affective states. However, these conclusions might be influenced by experimental design factors, such as comparing VR environments against a non-VR environment without actively controlling for the presence of visual input in non-VR conditions. The present study addressed this issue to examine affective and attentional states in a virtual running task. Participants (n = 40), completed a 21 min run on a treadmill at 70% of Vmax. One group of participants ran in a computer-generated VR environment that included other virtual runners while another group ran while viewing neutral images. Participants in both conditions showed a pattern of reduced positive affect and increased tension during the run with a return to high positive affect after the run. In the VR condition, higher levels of immersive tendencies and attention/absorption in the virtual environment were associated with more positive affect after the run. In addition, participants in the VR condition focused attention more on external task-relevant stimuli and less to internal states than participants in the neutral images condition. However, the neutral images condition produced less negative affect and more enjoyment after the run than the VR condition. The finding suggest that the effects of exercising in a VR environment will depend on individual difference factors (e.g., attention/absorption in the virtual world) but it may not always be better than distracting attention away from exercise-related cues.Entities:
Keywords: affect; attention; exercise; physical activity; sport; virtual reality
Year: 2018 PMID: 30060451 PMCID: PMC6162466 DOI: 10.3390/sports6030071
Source DB: PubMed Journal: Sports (Basel) ISSN: 2075-4663
Demographic and physical activity variables for participants in the Virtual Reality group (n = 24) and the Neutral Images group (n = 16).
| Variable | Virtual Reality Group | Neutral Images Group |
|---|---|---|
| Gender | Male = 11 | Male = 8 |
| Age (years) | ||
| BMI | ||
| IPAQ-SF Category | Low = 2 | Low = 1 |
| MET (min) | ||
| ETQ score |
Note: Vmax = maximum velocity test; ETQ = Exercise Thoughts Questionnaire; IPAQ = International Physical Activity Questionnaire. MET = metabolic equivalent.
Mean (standard deviations) ratings of perceived exertion (RPE) in the virtual reality group and neutral images group across the 21 min running trial.
| Group | 1 Min | 6 Min | 11 Min | 16 Min | 21 Min |
|---|---|---|---|---|---|
| Virtual Reality | 9.13 (1.98) | 11.39 (2.61) | 12.87 (2.44) | 13.91 (2.33) | 15.09 (2.50) |
| Neutral Images | 8.50 (2.03) | 10.62 (1.82) | 13.00 (1.93) | 14.69 (2.52) | 15.31 (3.59) |
Figure 1Mean heart rate for each 1 min time period across the 21 min running trial in the Virtual Reality group and the Neutral Images group.
Figure 2Circumplex space showing the mean ratings for the feeling scale (X-axis) and arousal scale (Y-axis) across the successive time periods (1 = pre-task, 2 = 1 min, 3 = 6 min, 4 = 11 min, 5 = 16 min, 6 = 21 min, 7 = post-task) in the Virtual Reality group (left) panel and Neutral Images group (right) panel.
Mean ratings (standard deviation) for psychological states measured following completion of the running trial in the Virtual Reality group and the Neutral Images group.
| Measure | Virtual Reality Group | Neutral Images Group |
|---|---|---|
| Positive affect | 6.92 (2.69) | 8.31 (2.33) |
| Negative affect | 1.58 (2.28) | 0.25 (0.45) |
| Fatigue | 5.00 (3.23) | 3.75 (2.96) |
| Tranquillity | 5.87 (2.17) | 6.87 (3.03) |
| Enjoyment | 58.67 (10.01) | 64.94 (7.18) |
| Effort/Importance | 28.04 (4.81) | 27.00 (5.79) |
| Pressure/Tension | 14.33 (5.27) | 14.37 (5.67) |
Notes: The Physical Activity Affect Scale was used to measure positive affect, negative affect, fatigue, and tranquillity; the Physical Activity Enjoyment Scale was used to measure enjoyment; and the Intrinsic Motivation Inventory was used to measure effort/importance and pressure/tension.
Figure 3Mean positive affect and negative affect in the Virtual Reality group and Neutral Images group. Error bars depict the standard error of the mean.
Mean (standard deviations) for percentage of time allocated to different attentional focus types in the virtual reality group and neutral images group.
| Attentional Focus Classification | Measure of Attentional Focus Category | Virtual Reality Group | Neutral Images Group |
|---|---|---|---|
| Internal association | Bodily sensations | 28.21 (14.94) | 20.25 (20.94) |
| Task-relevant thoughts | 11.50 (6.19) | 14.50 (8.91) | |
| Self-talk | 20.75 (16.27) | 24.37 (17.11) | |
| External association | Task-relevant external cues | 13.75 (9.47) | 9.12 (6.55) |
| Internal dissociation | Task-irrelevant thoughts | 7.83 (7.26) | 10.75 (10.81) |
| External dissociation | External distractions | 9.21 (9.01) | 7.81 (8.11) |
Figure 4Mean percent allocation of time towards internal states and cues and external cues in the Virtual Reality group and Neutral Images group. Error bars depict the standard error of the mean.