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  • 标题:Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students
  • 本地全文:下载
  • 作者:Caio Victor Sousa ; Jungyun Hwang ; Romina Cabrera-Perez
  • 期刊名称:Journal of Sport and Health Science
  • 印刷版ISSN:2095-2546
  • 出版年度:2022
  • 卷号:11
  • 期号:2
  • 页码:164-171
  • DOI:10.1016/j.jshs.2021.05.002
  • 语种:English
  • 出版社:Elsevier
  • 摘要:Highlights • Compared to sedentary virtual reality (SVR), active virtual reality (AVR) induces higher heart rate and more moderate-to-vigorous physical activity. • Compared to SVR, AVR elicits greater sensory and imaginative immersion, challenge, and positive affect. • AVR elicits a marginally higher recognition score in a recognition memory test than does SVR. • Motion sickness is low in both SVR and AVR. • Virtual reality has the potential to improve both moderate-to-vigorous physical activity and cognitive health. 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. Graphical abstract Image, graphical abstract
  • 关键词:KeywordsenActive video gameCognitive performanceMnemonic similarity testMVPAVirtual reality
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