Acute Affective Responses to Virtual Reality Exercise: A Crossover Randomized Clinical Trial.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-08-12 DOI:10.1089/g4h.2024.0026
Julia Amaral Teixeira, Eduarda Bitencourt, Viviane Derhon, Brendon Stubbs, Felipe Barreto Schuch
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Abstract

Virtual reality (VR) exercise aims to offer positive affective and sensory experiences through an immersive experience rich in audiovisual stimuli. Notwithstanding, there is a paucity of large sample size studies comparing the acute effects of VR exercise compared with a matched exercise performed in a non-VR environment. The study compared the acute effects of a VR exercise session versus a matched non-VR exercise session in effect, pleasure, enjoyment, perceived exertion, and heart rate. This is a crossover randomized clinical trial. The time, difficulty, and exercise type of the non-VR exercise were matched to VR exercise. Before and immediately after each session, participants responded to the Borg's Perceived Exertion Scale, the Feeling Scale and the Felt Arousal Scale, and the Physical Activity Enjoyment Scale. The analyses were conducted with Generalized Linear Models, Wilcoxon's, and T-test for paired samples. A total of 83 adults (40 females) aged 35.46 years were included in the study. Participants in the VR condition had a greater increase in affect (mean change difference = 0.95, 95% confidence interval [CI] = 0.83-1.06, P < 0.001), arousal (mean change difference = 0.37, 95% CI = 0.23-9.50, P < 0.001). The pleasure and enjoyment median after the VR session were higher. In conclusion, the immersive VR exercise was more strenuous, but resulted in a better affective response, greater pleasure, and enjoyment.

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虚拟现实运动的急性情绪反应:交叉随机临床试验。
虚拟现实(VR)运动旨在通过丰富的视听刺激提供身临其境的体验,从而带来积极的情感和感官体验。尽管如此,将 VR 运动与在非 VR 环境中进行的匹配运动的急性效应进行比较的大样本量研究仍然很少。本研究比较了 VR 运动与匹配的非 VR 运动在效果、愉悦感、享受感、体力消耗和心率方面的急性效应。这是一项交叉随机临床试验。非 VR 运动的时间、难度和运动类型与 VR 运动相匹配。每次训练前后,参与者都要对博格知觉消耗量表、感觉量表和感觉唤醒量表以及体育锻炼乐趣量表做出反应。分析方法包括广义线性模型、Wilcoxon's 和配对样本 T 检验。共有 83 名成人(40 名女性)参加了研究,年龄为 35.46 岁。VR 条件下的参与者在情感(平均变化差异 = 0.95,95% 置信区间 [CI] = 0.83-1.06,P < 0.001)和唤醒(平均变化差异 = 0.37,95% 置信区间 = 0.23-9.50,P < 0.001)方面有更大的提高。VR 体验后的愉悦感和享受感中位数更高。总之,身临其境的 VR 运动更加剧烈,但却能带来更好的情感反应、更大的愉悦感和享受感。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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