| Literature DB >> 34004390 |
Caio Victor Sousa1, Jungyun Hwang2, Romina Cabrera-Perez1, Austin Fernandez1, Aika Misawa1, Kelsey Newhook1, Amy Shirong Lu3.
Abstract
BACKGROUND: Active video games are a new method for increasing physical activity (PA). Fully immersive virtual reality (VR) is a hardware device on which an active video game can run. Active (video games in) VR (AVR), might increase immersion, game engagement, and moderate-to-vigorous PA (MVPA), thereby yielding greater exercise-related benefits, e.g., cognitive performance.Entities:
Keywords: Active video game; Cognitive performance; MVPA; Mnemonic similarity test; Virtual reality
Mesh:
Year: 2021 PMID: 34004390 PMCID: PMC9068577 DOI: 10.1016/j.jshs.2021.05.002
Source DB: PubMed Journal: J Sport Health Sci ISSN: 2213-2961 Impact factor: 13.077
Fig. 1Mnemonic similarity test.
Raw data of MST after each session (n = 29) (mean ± SD).
| MST object | ||||
|---|---|---|---|---|
| Session | Target | Lure | Foil | |
| AVR | Old | 0.81 ± 0.18 | 0.33 ± 0.14 | 0.09 ± 0.16 |
| Similar | 0.13 ± 0.10 | 0.56 ± 0.18 | 0.27 ± 0.17 | |
| New | 0.06 ± 0.12 | 0.09 ± 0.09 | 0.65 ± 0.19 | |
| SVR | Old | 0.67 ± 0.28 | 0.27 ± 0.16 | 0.07 ± 0.14 |
| Similar | 0.16 ± 0.10 | 0.53 ± 0.21 | 0.20 ± 0.14 | |
| New | 0.15 ± 0.23 | 0.18 ± 0.20 | 0.66 ± 0.22 | |
| Control | Old | 0.78 ± 0.21 | 0.31 ± 0.17 | 0.09 ± 0.19 |
| Similar | 0.14 ± 0.10 | 0.55 ± 0.21 | 0.22 ± 0.16 | |
| New | 0.07 ± 0.16 | 0.12 ± 0.14 | 0.64 ± 0.23 | |
Abbreviations: AVR = active virtual reality; MST = mnemonic similarity test; SVR = sedentary virtual reality.
Demographic and anthropometric characteristics of the sample (n = 29).
| Characteristic | % or mean ± SD |
|---|---|
| Gender | |
| Female | 31.0 |
| Male | 69.0 |
| Ethnicity | |
| Caucasian | 24.1 |
| Far East Asian | 13.8 |
| Hispanic or Latino | 6.9 |
| South Asian | 55.2 |
| Age (year) | 23.2 ± 2.1 |
| Height (cm) | 172.5 ± 8.7 |
| Weight (kg) | 70.4 ± 13.1 |
| BMI (kg/m2) | 23.7 ± 4.0 |
| Weekly MET (min) | 1023.3 ± 461.0 |
Abbreviations: BMI = body mass index; MET = metabolic equivalent of task.
Time spent in MVPA and average HR assessed through hip-worn accelerometers and HR band (mean ± SD).
| Method | Session | ||
|---|---|---|---|
| Control session | Sedentary VR | Active VR | |
| MVPA-hip (min) | 0.00 ± 0.01 | 0.02 ± 0.08 | 4.10 ± 4.93** |
| MVPA-HR (min) | 0.09 ± 0.43 | 0.25 ± 1.30 | 5.67 ± 7.91** |
| HR (bpm) | 75.0 ± 11.3 | 77.4 ± 13.8 | 110.2 ± 21.5** |
** p < 0.001, different from the other 2 sessions.
Abbreviations: bpm = beats per minute; HR = heart rate; MVPA = moderate-to-vigorous physical activity; VR = virtual reality.
Fig. 2LDI and REC from the MST after CS, SVR, and AVR. Borderline session-effect for REC (p = 0.084). AVR = active virtual reality; CS = control session; LDI = Lure Discrimination Index; MST = mnemonic similarity test; REC = recognition; SVR = sedentary virtual reality.
Motion sickness, competence, sensory and imaginative immersion, flow, tension, challenge, positive affect, and negative affect after active and sedentary VR (mean ± SD).
| Questionnaire score | AVR | SVR | |||
|---|---|---|---|---|---|
| Motion sickness | 0.89 ± 1.29 | 0.81 ± 1.21 | 0.22 | 0.83 | 0.06 |
| Competence | 2.84 ± 0.79 | 2.75 ± 1.00 | 0.39 | 0.61 | 0.10 |
| Sensory and imaginative immersion | 3.26 ± 0.81 | 2.80 ± 0.95 | 2.62 | 0.01* | 0.52 |
| Flow | 3.58 ± 0.79 | 3.32 ± 0.99 | 1.31 | 0.20 | 0.29 |
| Tension | 1.36 ± 0.59 | 1.38 ± 0.72 | 0.13 | 0.90 | 0.03 |
| Challenge | 3.63 ± 0.66 | 3.04 ± 1.03 | 2.86 | 0.01* | 0.68 |
| Positive affect | 3.71 ± 0.70 | 2.86 ± 1.02 | 3.78 | <0.01** | 0.97 |
| Negative affect | 1.46 ± 0.68 | 1.59 ± 0.81 | 0.86 | 0.40 | 0.17 |
* p < 0.05; ** p < 0.01, compared with AVR and SVR groups.
Abbreviations: AVR = active virtual reality; SVR = sedentary virtual reality.