Literature DB >> 31726672

Acute Effects of Immersive Virtual Reality Exercise on Young Adults' Situational Motivation.

Wenxi Liu1, Nan Zeng2, Zachary C Pope3, Daniel J McDonough1, Zan Gao1.   

Abstract

The development of innovative technology, such as virtual reality (VR), has provided opportunities for promoting physical activity (PA) in a fun and engaging manner. The purpose of this study was to examine differences in young adults' situational motivation (SM) among immersive VR, non-immersive VR, and traditional stationary cycling sessions. In all, 49 healthy college students (35 females; Mage = 23.6 years, SD = 3.4; M%BF = 24.0%, SD = 7.5) completed three separate 20 min cycling sessions: (1) immersive VR cycling; (2) non-immersive VR cycling; and (3) traditional cycling. Participants' SM was assessed via the situational motivation scale, which included four subconstructs: intrinsic motivation, identified regulation, external regulation, and amotivation. Repeated measures ANOVAs indicated significant differences for situational motivation between cycling sessions (F (2, 96) = 4.74-53.04, p < 0.01, ηp2 = 0.090-0.525). Specifically, participants elicited the highest level of intrinsic motivation in immersive VR cycling compared to the other two sessions. Moreover, participants in both immersive VR and traditional cycling showed greater identified regulation than the non-immersive VR session. Furthermore, participants showed greater external regulation compared to the immersive VR session. In addition, greater amotivation was observed in non-immersive VR compared to the immersive VR session. Findings suggested that immersive VR exercise has the potential to be an attractive exercise alternative, possibly promoting greater PA participation and adherence among young adults.

Entities:  

Keywords:  college students; motivation; physical activity; virtual reality

Year:  2019        PMID: 31726672     DOI: 10.3390/jcm8111947

Source DB:  PubMed          Journal:  J Clin Med        ISSN: 2077-0383            Impact factor:   4.241


  4 in total

1.  Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program.

Authors:  Pablo Campo-Prieto; José Mª Cancela-Carral; Borja Alsina-Rey; Gustavo Rodríguez-Fuentes
Journal:  J Clin Med       Date:  2022-07-05       Impact factor: 4.964

2.  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

3.  Applicability of an Immersive Virtual Reality Exercise Training System for Office Workers during Working Hours.

Authors:  Evlalia Touloudi; Mary Hassandra; Evangelos Galanis; Marios Goudas; Yannis Theodorakis
Journal:  Sports (Basel)       Date:  2022-06-29

4.  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

  4 in total

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