Cargando…
Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students
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), the...
Autores principales: | , , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Shanghai University of Sport
2022
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9068577/ https://www.ncbi.nlm.nih.gov/pubmed/34004390 http://dx.doi.org/10.1016/j.jshs.2021.05.002 |
_version_ | 1784700246754852864 |
---|---|
author | Sousa, Caio Victor Hwang, Jungyun Cabrera-Perez, Romina Fernandez, Austin Misawa, Aika Newhook, Kelsey Lu, Amy Shirong |
author_facet | Sousa, Caio Victor Hwang, Jungyun Cabrera-Perez, Romina Fernandez, Austin Misawa, Aika Newhook, Kelsey Lu, Amy Shirong |
author_sort | Sousa, Caio Victor |
collection | PubMed |
description | 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. METHODS: We examined the induction of MVPA via an AVR and a sedentary VR (SVR) as well as the effects of VR play on cognitive performance, which was monitored using 2 different methods. Each of 29 sedentary college students attended three 20-min laboratory sessions (AVR, SVR, or control) in a randomized order; during the control session, they sat quietly doing nothing. A fully immersive headset was used for the 2 video game sessions. We monitored and computed participants’ PA using hip-worn accelerometers (wGT3x-bt; ActiGraph, Pensacola, FL, USA) and a heart rate band (Polar H7; Polar, Kempele, Finland). After each session, the participants completed a mnemonic similarity test (MST) to measure recognition memory. They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire. RESULTS: The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method. AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion, challenge, and positive affect than did SVR. The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session. CONCLUSION: AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR. |
format | Online Article Text |
id | pubmed-9068577 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Shanghai University of Sport |
record_format | MEDLINE/PubMed |
spelling | pubmed-90685772022-05-09 Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students Sousa, Caio Victor Hwang, Jungyun Cabrera-Perez, Romina Fernandez, Austin Misawa, Aika Newhook, Kelsey Lu, Amy Shirong J Sport Health Sci Original Article 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. METHODS: We examined the induction of MVPA via an AVR and a sedentary VR (SVR) as well as the effects of VR play on cognitive performance, which was monitored using 2 different methods. Each of 29 sedentary college students attended three 20-min laboratory sessions (AVR, SVR, or control) in a randomized order; during the control session, they sat quietly doing nothing. A fully immersive headset was used for the 2 video game sessions. We monitored and computed participants’ PA using hip-worn accelerometers (wGT3x-bt; ActiGraph, Pensacola, FL, USA) and a heart rate band (Polar H7; Polar, Kempele, Finland). After each session, the participants completed a mnemonic similarity test (MST) to measure recognition memory. They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire. RESULTS: The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method. AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion, challenge, and positive affect than did SVR. The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session. CONCLUSION: AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR. Shanghai University of Sport 2022-03 2021-05-16 /pmc/articles/PMC9068577/ /pubmed/34004390 http://dx.doi.org/10.1016/j.jshs.2021.05.002 Text en © 2021 Published by Elsevier B.V. on behalf of Shanghai University of Sport. https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). |
spellingShingle | Original Article Sousa, Caio Victor Hwang, Jungyun Cabrera-Perez, Romina Fernandez, Austin Misawa, Aika Newhook, Kelsey Lu, Amy Shirong Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students |
title | Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students |
title_full | Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students |
title_fullStr | Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students |
title_full_unstemmed | Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students |
title_short | Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students |
title_sort | active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9068577/ https://www.ncbi.nlm.nih.gov/pubmed/34004390 http://dx.doi.org/10.1016/j.jshs.2021.05.002 |
work_keys_str_mv | AT sousacaiovictor activevideogamesinfullyimmersivevirtualrealityelicitmoderatetovigorousphysicalactivityandimprovecognitiveperformanceinsedentarycollegestudents AT hwangjungyun activevideogamesinfullyimmersivevirtualrealityelicitmoderatetovigorousphysicalactivityandimprovecognitiveperformanceinsedentarycollegestudents AT cabreraperezromina activevideogamesinfullyimmersivevirtualrealityelicitmoderatetovigorousphysicalactivityandimprovecognitiveperformanceinsedentarycollegestudents AT fernandezaustin activevideogamesinfullyimmersivevirtualrealityelicitmoderatetovigorousphysicalactivityandimprovecognitiveperformanceinsedentarycollegestudents AT misawaaika activevideogamesinfullyimmersivevirtualrealityelicitmoderatetovigorousphysicalactivityandimprovecognitiveperformanceinsedentarycollegestudents AT newhookkelsey activevideogamesinfullyimmersivevirtualrealityelicitmoderatetovigorousphysicalactivityandimprovecognitiveperformanceinsedentarycollegestudents AT luamyshirong activevideogamesinfullyimmersivevirtualrealityelicitmoderatetovigorousphysicalactivityandimprovecognitiveperformanceinsedentarycollegestudents |