1. Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students
- Author
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Aika Misawa, Austin Fernandez, Amy Shirong Lu, Kelsey Newhook, Romina Cabrera-Perez, Caio Victor Sousa, and Jungyun Hwang
- Subjects
medicine.medical_specialty ,Headset ,Physical Therapy, Sports Therapy and Rehabilitation ,Mnemonic ,Virtual reality ,Session (web analytics) ,03 medical and health sciences ,Cognition ,0302 clinical medicine ,Physical medicine and rehabilitation ,Immersion (virtual reality) ,medicine ,Humans ,Orthopedics and Sports Medicine ,030212 general & internal medicine ,Effects of sleep deprivation on cognitive performance ,Students ,Exercise ,Video game ,Virtual Reality ,030229 sport sciences ,medicine.disease ,Motion sickness ,Video Games ,Psychology ,human activities - 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 can run. Active (video games in) VR (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 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.
- Published
- 2022