Abstract
Commercially available virtual reality (VR) exercise systems are extensively used in many health domains among clinical populations. However, evidence regarding the efficacy of this technology on healthy adults' health-related outcomes is unknown. This pilot study compared physiological and psychological responses following exercise on a VR-based exercise bike (VirZoom) and traditional stationary exercise bike. Twelve healthy college students (9 females; Mage = 25.01, SD = ± 4.74; MBMI = 22.84, SD = ± 3.68) completed two separate 20-minute exercise sessions on the VR-based exercise bike and traditional stationary exercise bike. Blood pressure (BP), ratings of perceived exertion, self-efficacy, and enjoyment were assessed as primary outcomes. Dependent t-tests indicated no significant differences in mean systolic or diastolic BP changes from pre to postexercise between the VR-based exercise and traditional stationary biking sessions (all p > 0.05). Notably, participants reported significantly higher ratings of perceived exertion (p < 0.05, Cohen's d = 0.68) during the traditional exercise biking session compared with VR-based exercise biking session. However, participants had significantly higher self-efficacy (p < 0.05, Cohen's d =-0.83) and enjoyment (p < 0.05, Cohen's d =-0.89) during the VR-based exercise biking session compared with traditional stationary biking. The commercially available VR-based exercise bike (VirZoom) may be considered an effective, enjoyable, and motivating physical activity tool. Further interventions with larger and more diverse samples and examinations of more health-related outcomes are warranted to determine optimal application of VR-based exercise programming among various populations.
Original language | English (US) |
---|---|
Pages (from-to) | 453-457 |
Number of pages | 5 |
Journal | Cyberpsychology, Behavior, and Social Networking |
Volume | 20 |
Issue number | 7 |
DOIs | |
State | Published - Jul 1 2017 |
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Keywords
- Blood pressure
- enjoyment
- perceived exertion
- self-efficacy
- virtual reality
PubMed: MeSH publication types
- Journal Article
Cite this
Acute Effect of Virtual Reality Exercise Bike Games on College Students' Physiological and Psychological Outcomes. / Zeng, Nan; Pope, Zachary; Gao, Zan.
In: Cyberpsychology, Behavior, and Social Networking, Vol. 20, No. 7, 01.07.2017, p. 453-457.Research output: Contribution to journal › Article
}
TY - JOUR
T1 - Acute Effect of Virtual Reality Exercise Bike Games on College Students' Physiological and Psychological Outcomes
AU - Zeng, Nan
AU - Pope, Zachary
AU - Gao, Zan
PY - 2017/7/1
Y1 - 2017/7/1
N2 - Commercially available virtual reality (VR) exercise systems are extensively used in many health domains among clinical populations. However, evidence regarding the efficacy of this technology on healthy adults' health-related outcomes is unknown. This pilot study compared physiological and psychological responses following exercise on a VR-based exercise bike (VirZoom) and traditional stationary exercise bike. Twelve healthy college students (9 females; Mage = 25.01, SD = ± 4.74; MBMI = 22.84, SD = ± 3.68) completed two separate 20-minute exercise sessions on the VR-based exercise bike and traditional stationary exercise bike. Blood pressure (BP), ratings of perceived exertion, self-efficacy, and enjoyment were assessed as primary outcomes. Dependent t-tests indicated no significant differences in mean systolic or diastolic BP changes from pre to postexercise between the VR-based exercise and traditional stationary biking sessions (all p > 0.05). Notably, participants reported significantly higher ratings of perceived exertion (p < 0.05, Cohen's d = 0.68) during the traditional exercise biking session compared with VR-based exercise biking session. However, participants had significantly higher self-efficacy (p < 0.05, Cohen's d =-0.83) and enjoyment (p < 0.05, Cohen's d =-0.89) during the VR-based exercise biking session compared with traditional stationary biking. The commercially available VR-based exercise bike (VirZoom) may be considered an effective, enjoyable, and motivating physical activity tool. Further interventions with larger and more diverse samples and examinations of more health-related outcomes are warranted to determine optimal application of VR-based exercise programming among various populations.
AB - Commercially available virtual reality (VR) exercise systems are extensively used in many health domains among clinical populations. However, evidence regarding the efficacy of this technology on healthy adults' health-related outcomes is unknown. This pilot study compared physiological and psychological responses following exercise on a VR-based exercise bike (VirZoom) and traditional stationary exercise bike. Twelve healthy college students (9 females; Mage = 25.01, SD = ± 4.74; MBMI = 22.84, SD = ± 3.68) completed two separate 20-minute exercise sessions on the VR-based exercise bike and traditional stationary exercise bike. Blood pressure (BP), ratings of perceived exertion, self-efficacy, and enjoyment were assessed as primary outcomes. Dependent t-tests indicated no significant differences in mean systolic or diastolic BP changes from pre to postexercise between the VR-based exercise and traditional stationary biking sessions (all p > 0.05). Notably, participants reported significantly higher ratings of perceived exertion (p < 0.05, Cohen's d = 0.68) during the traditional exercise biking session compared with VR-based exercise biking session. However, participants had significantly higher self-efficacy (p < 0.05, Cohen's d =-0.83) and enjoyment (p < 0.05, Cohen's d =-0.89) during the VR-based exercise biking session compared with traditional stationary biking. The commercially available VR-based exercise bike (VirZoom) may be considered an effective, enjoyable, and motivating physical activity tool. Further interventions with larger and more diverse samples and examinations of more health-related outcomes are warranted to determine optimal application of VR-based exercise programming among various populations.
KW - Blood pressure
KW - enjoyment
KW - perceived exertion
KW - self-efficacy
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85042114623&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85042114623&partnerID=8YFLogxK
U2 - 10.1089/cyber.2017.0042
DO - 10.1089/cyber.2017.0042
M3 - Article
C2 - 28715263
AN - SCOPUS:85042114623
VL - 20
SP - 453
EP - 457
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
SN - 2152-2715
IS - 7
ER -