TY - JOUR
T1 - Acute Affective Responses to Virtual Reality Exercise
T2 - A Crossover Randomized Clinical Trial
AU - Teixeira, Julia Amaral
AU - Bitencourt, Eduarda
AU - Derhon, Viviane
AU - Stubbs, Brendon
AU - Schuch, Felipe Barreto
N1 - Publisher Copyright:
© Mary Ann Liebert, Inc.
PY - 2024
Y1 - 2024
N2 - Virtual reality (VR) exercise aims to offer positive affective and sensory experiences through an immersive experience rich in audiovisual stimuli. Notwithstanding, there is a paucity of large sample size studies comparing the acute effects of VR exercise compared with a matched exercise performed in a non-VR environment. The study compared the acute effects of a VR exercise session versus a matched non-VR exercise session in effect, pleasure, enjoyment, perceived exertion, and heart rate. This is a crossover randomized clinical trial. The time, difficulty, and exercise type of the non-VR exercise were matched to VR exercise. Before and immediately after each session, participants responded to the Borg’s Perceived Exertion Scale, the Feeling Scale and the Felt Arousal Scale, and the Physical Activity Enjoyment Scale. The analyses were conducted with Generalized Linear Models, Wilcoxon’s, and T-test for paired samples. A total of 83 adults (40 females) aged 35.46 years were included in the study. Participants in the VR condition had a greater increase in affect (mean change difference = 0.95, 95% confidence interval [CI] = 0.83–1.06, P < 0.001), arousal (mean change difference = 0.37, 95% CI = 0.23–9.50, P < 0.001). The pleasure and enjoyment median after the VR session were higher. In conclusion, the immersive VR exercise was more strenuous, but resulted in a better affective response, greater pleasure, and enjoyment.
AB - Virtual reality (VR) exercise aims to offer positive affective and sensory experiences through an immersive experience rich in audiovisual stimuli. Notwithstanding, there is a paucity of large sample size studies comparing the acute effects of VR exercise compared with a matched exercise performed in a non-VR environment. The study compared the acute effects of a VR exercise session versus a matched non-VR exercise session in effect, pleasure, enjoyment, perceived exertion, and heart rate. This is a crossover randomized clinical trial. The time, difficulty, and exercise type of the non-VR exercise were matched to VR exercise. Before and immediately after each session, participants responded to the Borg’s Perceived Exertion Scale, the Feeling Scale and the Felt Arousal Scale, and the Physical Activity Enjoyment Scale. The analyses were conducted with Generalized Linear Models, Wilcoxon’s, and T-test for paired samples. A total of 83 adults (40 females) aged 35.46 years were included in the study. Participants in the VR condition had a greater increase in affect (mean change difference = 0.95, 95% confidence interval [CI] = 0.83–1.06, P < 0.001), arousal (mean change difference = 0.37, 95% CI = 0.23–9.50, P < 0.001). The pleasure and enjoyment median after the VR session were higher. In conclusion, the immersive VR exercise was more strenuous, but resulted in a better affective response, greater pleasure, and enjoyment.
KW - Affective response
KW - Arousal
KW - Enjoyment
KW - Exercise
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85201557987&partnerID=8YFLogxK
U2 - 10.1089/g4h.2024.0026
DO - 10.1089/g4h.2024.0026
M3 - Article
AN - SCOPUS:85201557987
SN - 2161-783X
JO - Games for Health Journal
JF - Games for Health Journal
ER -