ArticleJMIR serious games2020
Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.
Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04611399 (MIND-VR), which is not on this map. Cited by 23 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
MIND-VR: Virtual Reality for COVID-19 Operators' Psychological Support
Who cites it
23 citing papers in PubMed, 97 citations in OpenAlex.
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- Exergame enjoyment using various devices and awareness of their use for physical activity and health improvement among young adults.BMC sports science, medicine & rehabilitation · 2026Article
- Exercises Based on a Non-Immersive Virtual Reality Application for Upper Limb Rehabilitation.Bioengineering (Basel, Switzerland) · 2025Article
- Effects and Acceptability of a 1-Week Home-Based Virtual Reality Training for Supporting the Management of Stress and Anxiety: Randomized Pilot Trial.JMIR serious games · 2025Article
- Examining the Mechanisms of Virtual Reality Tourism's Impact on the Mental Well-Being of Long-Term Care Facility Residents: Perspectives on Presence and Flow.Behavioral sciences (Basel, Switzerland) · 2024Article
- Self-Assessed Experience of Emotional Involvement in Sensory Analysis Performed in Virtual Reality.Foods (Basel, Switzerland) · 2024Article
- Virtual Exercise in Medicine: A Proof of Concept in a Healthy Population.JMIR formative research · 2024Article
- Virtual Reality Gaming in Occupational Rehabilitation - User Experiences and Perceptions.Journal of multidisciplinary healthcare · 2024Article
- The effects of interactive video games combined with LEGO game therapy on social anxiety in rural left-behind children.Frontiers in psychology · 2024Article
- Health Implications of Virtual Architecture: An Interdisciplinary Exploration of the Transferability of Findings from Neuroarchitecture.International journal of environmental research and public health · 2023Article
- Acceptance and use of virtual reality games: an extension of HMSAM.Virtual reality · 2023Article
- Effects of Low-Immersive vs. High-Immersive Exercise Environment on Postural Stability and Reaction and Motor Time of Healthy Young Adults.Journal of clinical medicine · 2023Article
- Article
- Distance Learning in Pandemic Age: Lessons from a (No Longer) Emergency.International journal of environmental research and public health · 2022Review
- Handheld Weights as an Effective and Comfortable Way To Increase Exercise Intensity of Physical Activity in Virtual Reality: Empirical Study.JMIR serious games · 2022Article
- Virtual Reality Applications in Medicine During the COVID-19 Pandemic: Systematic Review.JMIR serious games · 2022Review
- Article
- Review
- Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns.Virtual reality · 2022Article
- Virtual Reality for Supporting the Treatment of Depression and Anxiety: Scoping Review.JMIR mental health · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundIn the last few years, the introduction of immersive technologies, especially virtual reality, into the gaming market has dramatically altered the traditional concept of video games. Given the unique features of virtual reality in terms of interaction and its ability to completely immerse the individual into the game, this technology should increase the propensity for video games to effectively elicit positive emotions and decrease negative emotions and anxiety in the players. However, to date, few studies have investigated the ability of virtual reality games to induce positive emotions, and the possible effect of this new type of video game in diminishing negative emotions and anxiety has not yet been tested. Furthermore, given the critical role of body movement in individuals' well-being and in emotional responses to video games, it seems critical to investigate how body involvement can be exploited to modulate the psychological benefits of virtual reality games in terms of enhancing players' positive emotions and decreasing negative emotions and anxiety.
objectiveThis within-subjects study aimed to explore the ability of commercial virtual reality games to induce positive emotions and diminish negative emotions and state anxiety of the players, investigating the effects of the level of body involvement requested by the game (ie, high vs low).
methodsA total of 36 young adults played a low body-involvement (ie, Fruit Ninja VR) and a high body-involvement (ie, Audioshield) video game in virtual reality. The Visual Analogue Scale (VAS) and the State-Trait Anxiety Inventory, Form-Y1 (STAI-Y1) were used to assess positive and negative emotions and state anxiety.
resultsResults of the generalized linear model (GLM) for repeated-measures multivariate analysis of variance (MANOVA) revealed a statistically significant increase in the intensity of happiness (P<.001) and surprise (P=.003) and, in parallel, a significant decrease in fear (P=.01) and sadness (P<.001) reported by the users. Regarding the ability to improve anxiety in the players, the results showed a significant decrease in perceived state anxiety after game play, assessed with both the STAI-Y1 (P=.003) and the VAS-anxiety (P=.002). Finally, the results of the GLM MANOVA showed a greater efficacy of the high body-involvement game (ie, Audioshield) compared to the low body-involvement game (ie, Fruit Ninja VR), both for eliciting positive emotions (happiness, P<.001; and surprise, P=.01) and in reducing negative emotions (fear, P=.05; and sadness, P=.05) and state anxiety, as measured by the STAI-Y1 (P=.05).
conclusionsThe two main principal findings of this study are as follows: (1) virtual reality video games appear to be effective tools to elicit positive emotions and to decrease negative emotions and state anxiety in individuals and (2) the level of body involvement of the virtual video game has an important effect in determining the ability of the game to improve positive emotions and decrease negative emotions and state anxiety of the players.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.