Pablo Saiz-Gonzalez, Daniel J. McDonough, Wenxi Liu, Zan Gao
{"title":"Acute Effects of Virtual Reality Exercise on Young Adults’ Blood Pressure and Feelings","authors":"Pablo Saiz-Gonzalez, Daniel J. McDonough, Wenxi Liu, Zan Gao","doi":"10.32604/ijmhp.2023.027530","DOIUrl":null,"url":null,"abstract":"Virtual reality (VR) seems to have the potential to provide opportunities to promote physical activity (PA) in a fun way. This paper aimed to examine the acute effects of three different virtual reality-based exercise bikes on young adults’ blood pressure (BP) and feelings compared to a traditional exercise cycling session. Four exercise sessions (immersive VR cycling, two non-immersive VR cycling, and traditional cycling) were completed by 36 young adults (22 females; Mage = 23.6 years). BP was measured immediately before and after each session using a BP cuff and exercise-induced feelings were assessed via an established survey immediately after each session. Participants’ previous experience with VR was used as the covariate in the ANCOVA with repeated measures. Significant main effects were observed across cycling sessions for systolic blood pressure [F (2, 29) = 3.04, p = 0.02, η2= 0.38)] and feelings [F (3, 32) = 7.74, p < 0.01, η2 = .42]. In particular, immersive VR and traditional cycling significantly increased systolic blood pressure compared to the two non-immersive VR sessions. Moreover, immersive VR significantly increased feelings compared to the two non-immersive VR sessions, whereas these two nonimmersive VR exercises had significantly greater increased feelings compared to traditional cycling, respectively. Findings suggest immersive VR-based exercise cycling may lead to higher exercise intensities compared to nonimmersive VR cycling. Further, immersive VR cycling yielded higher feelings compared to non-immersive VR and traditional cycling. Thus, immersive VR-based exercise can be a fun and physically active health promotion tool among young adults.","PeriodicalId":45767,"journal":{"name":"International Journal of Mental Health Promotion","volume":"16 1","pages":"0"},"PeriodicalIF":1.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Mental Health Promotion","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32604/ijmhp.2023.027530","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"PSYCHIATRY","Score":null,"Total":0}
引用次数: 2
Abstract
Virtual reality (VR) seems to have the potential to provide opportunities to promote physical activity (PA) in a fun way. This paper aimed to examine the acute effects of three different virtual reality-based exercise bikes on young adults’ blood pressure (BP) and feelings compared to a traditional exercise cycling session. Four exercise sessions (immersive VR cycling, two non-immersive VR cycling, and traditional cycling) were completed by 36 young adults (22 females; Mage = 23.6 years). BP was measured immediately before and after each session using a BP cuff and exercise-induced feelings were assessed via an established survey immediately after each session. Participants’ previous experience with VR was used as the covariate in the ANCOVA with repeated measures. Significant main effects were observed across cycling sessions for systolic blood pressure [F (2, 29) = 3.04, p = 0.02, η2= 0.38)] and feelings [F (3, 32) = 7.74, p < 0.01, η2 = .42]. In particular, immersive VR and traditional cycling significantly increased systolic blood pressure compared to the two non-immersive VR sessions. Moreover, immersive VR significantly increased feelings compared to the two non-immersive VR sessions, whereas these two nonimmersive VR exercises had significantly greater increased feelings compared to traditional cycling, respectively. Findings suggest immersive VR-based exercise cycling may lead to higher exercise intensities compared to nonimmersive VR cycling. Further, immersive VR cycling yielded higher feelings compared to non-immersive VR and traditional cycling. Thus, immersive VR-based exercise can be a fun and physically active health promotion tool among young adults.
期刊介绍:
This title has ceased (2018). The first journal of its kind in the field, IJMHP publishes materials of distinction, making it essential reading for those with a professional or personal interest in mental health promotion. IJMHP co-ordinates the dissemination of new research outcomes to all those involved in policy making and the implementation of mental health promotion and mental disorder prevention policies. This makes it indispensable to clinical/medical staff, health services researchers, managers, health promoters, educationalists, sociologists, health economists and practitioners from all branches of health and social care, publishing materials by and for all these communities. IJMHP is an official publication of the Clifford Beers Foundation, who work to promote mental health and prevent mental disorders through dissemination of knowledge, training partnerships and consultation. The journal is peer reviewed by an expert international board and acts as a comprehensive information resource designed to increase awareness, foster understanding and promote collaboration between the different disciplines engaged in this diverse activity of study.