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Acute psychological and physiological benefits of exercising with virtual reality
by
Barbour, Bradley
, Runswick, Oliver R.
, Valmaggia, Lucia
, Sefton, Lucy
, Bruce, Richard M.
in
Acute effects
/ Adult
/ Anatomical systems
/ Auditory stimuli
/ Biology and Life Sciences
/ Boxing
/ Clinical assessment
/ Computer & video games
/ Computer and Information Sciences
/ Computer applications
/ Disease prevention
/ Emotions
/ Engineering and Technology
/ Enjoyment
/ Equivalence
/ Evaluation
/ Exercise
/ Exercise - physiology
/ Exercise - psychology
/ Female
/ Gamification
/ Health aspects
/ Heart rate
/ Heart Rate - physiology
/ Humans
/ Male
/ Medicine and Health Sciences
/ Metabolism
/ Negative emotions
/ Oxygen consumption
/ Participation
/ Perceptions
/ Physical activity
/ Physical exercise
/ Physical fitness
/ Physiological effects
/ Physiological responses
/ Physiology
/ Positive emotions
/ Psychological aspects
/ Rehabilitation
/ Sensory integration
/ Social interaction
/ Social Sciences
/ Stimuli
/ Stroke
/ Virtual Reality
/ Visual effects
/ Visual stimuli
/ Workloads
/ Young Adult
2024
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Acute psychological and physiological benefits of exercising with virtual reality
by
Barbour, Bradley
, Runswick, Oliver R.
, Valmaggia, Lucia
, Sefton, Lucy
, Bruce, Richard M.
in
Acute effects
/ Adult
/ Anatomical systems
/ Auditory stimuli
/ Biology and Life Sciences
/ Boxing
/ Clinical assessment
/ Computer & video games
/ Computer and Information Sciences
/ Computer applications
/ Disease prevention
/ Emotions
/ Engineering and Technology
/ Enjoyment
/ Equivalence
/ Evaluation
/ Exercise
/ Exercise - physiology
/ Exercise - psychology
/ Female
/ Gamification
/ Health aspects
/ Heart rate
/ Heart Rate - physiology
/ Humans
/ Male
/ Medicine and Health Sciences
/ Metabolism
/ Negative emotions
/ Oxygen consumption
/ Participation
/ Perceptions
/ Physical activity
/ Physical exercise
/ Physical fitness
/ Physiological effects
/ Physiological responses
/ Physiology
/ Positive emotions
/ Psychological aspects
/ Rehabilitation
/ Sensory integration
/ Social interaction
/ Social Sciences
/ Stimuli
/ Stroke
/ Virtual Reality
/ Visual effects
/ Visual stimuli
/ Workloads
/ Young Adult
2024
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Do you wish to request the book?
Acute psychological and physiological benefits of exercising with virtual reality
by
Barbour, Bradley
, Runswick, Oliver R.
, Valmaggia, Lucia
, Sefton, Lucy
, Bruce, Richard M.
in
Acute effects
/ Adult
/ Anatomical systems
/ Auditory stimuli
/ Biology and Life Sciences
/ Boxing
/ Clinical assessment
/ Computer & video games
/ Computer and Information Sciences
/ Computer applications
/ Disease prevention
/ Emotions
/ Engineering and Technology
/ Enjoyment
/ Equivalence
/ Evaluation
/ Exercise
/ Exercise - physiology
/ Exercise - psychology
/ Female
/ Gamification
/ Health aspects
/ Heart rate
/ Heart Rate - physiology
/ Humans
/ Male
/ Medicine and Health Sciences
/ Metabolism
/ Negative emotions
/ Oxygen consumption
/ Participation
/ Perceptions
/ Physical activity
/ Physical exercise
/ Physical fitness
/ Physiological effects
/ Physiological responses
/ Physiology
/ Positive emotions
/ Psychological aspects
/ Rehabilitation
/ Sensory integration
/ Social interaction
/ Social Sciences
/ Stimuli
/ Stroke
/ Virtual Reality
/ Visual effects
/ Visual stimuli
/ Workloads
/ Young Adult
2024
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Acute psychological and physiological benefits of exercising with virtual reality
Journal Article
Acute psychological and physiological benefits of exercising with virtual reality
2024
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Overview
Exercise is a powerful tool for disease prevention and rehabilitation. Commercially available virtual reality (VR) devices and apps offer an immersive platform to gamify exercise and potentially enhance physiological and psychological benefits. However, no work has compared immersive exercise to closely matched 2D screen-based equivalents with the same visual and auditory stimuli. This study aims to compare the acute effects of an exercise session using a commercial immersive VR workout to the same stimuli and workout presented on a screen. 17 healthy participants (male = 7, female = 10; aged 24.18±4.56 years), completed a 12-minute guided VR boxing exercise session in FitXR™ and a screen-based equivalent. Physiological responses were recorded continuously using a heart rate monitor and telemetricmetabolic cart system. Psychological and perceptual responses were measured using their ratings of perceived exertion, the physical activity enjoyment scale, and the physical activity affect scale. In the immersive VR participants chose to engage in more intense exercise (%VO2max;
p
= 0.044), showed higher levels of all enjoyment subscales
(p
<0.05) and reported higher positive affect (
p
= 0.003) and lower negative affect (
p
= 0.045) following exercise compared to the screen-based equivalent. However, the design here could not determine which elements of immersive VR contributed to the positive effects. Immersive VR may offer a more efficient alternative to other forms of screen based and exergaming workouts and could be offered as a gateway into exercise.
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