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Affective and Attentional States When Running in a Virtual Reality Environment
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 contro...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6162466/ https://www.ncbi.nlm.nih.gov/pubmed/30060451 http://dx.doi.org/10.3390/sports6030071 |
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author | Neumann, David L. Moffitt, Robyn L. |
author_facet | Neumann, David L. Moffitt, Robyn L. |
author_sort | Neumann, David L. |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-6162466 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-61624662018-10-09 Affective and Attentional States When Running in a Virtual Reality Environment Neumann, David L. Moffitt, Robyn L. Sports (Basel) Article 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. MDPI 2018-07-27 /pmc/articles/PMC6162466/ /pubmed/30060451 http://dx.doi.org/10.3390/sports6030071 Text en © 2018 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Neumann, David L. Moffitt, Robyn L. Affective and Attentional States When Running in a Virtual Reality Environment |
title | Affective and Attentional States When Running in a Virtual Reality Environment |
title_full | Affective and Attentional States When Running in a Virtual Reality Environment |
title_fullStr | Affective and Attentional States When Running in a Virtual Reality Environment |
title_full_unstemmed | Affective and Attentional States When Running in a Virtual Reality Environment |
title_short | Affective and Attentional States When Running in a Virtual Reality Environment |
title_sort | affective and attentional states when running in a virtual reality environment |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6162466/ https://www.ncbi.nlm.nih.gov/pubmed/30060451 http://dx.doi.org/10.3390/sports6030071 |
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