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 (AVG) can… Click to show full abstract
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 (AVG) can run. Active (video games (VGs) in) VR, or AVR, might increase immersion, game engagement, and MVPA, thereby yielding greater exercise-related benefits, e.g., cognitive performance. METHODS We examined the induction of moderate-to-vigorous PA (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 lab 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 VG sessions. We monitored and computed participants' PA using hip-worn accelerometers and a heart rate (HR) band. 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 (GEQ). RESULTS The AVR session induced a significantly greater HR and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method. AVR elicited greater GEQ-assessed sensory and imaginative immersion, challenge, and positive affect than did SVR. The MST 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.
               
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