ArticleJournal of medical Internet research2020
Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects.
Article in Journal of medical Internet research, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05649566 (Intervention of Virtual Reality on Oculomotor Muscles and Balance), 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.
Intervention of Virtual Reality on Oculomotor Muscles and Balance
Who cites it
23 citing papers in PubMed, 96 citations in OpenAlex.
- Home-Based Immersive Virtual Reality to Improve Motor Performance in Children and Adolescents With Developmental Coordination Disorder: Crossover Study.JMIR serious games · 2026Article
- The Effects of Gamified Virtual Reality on Muscle Strength and Physical Function in the Oldest Old-A Pilot Study on Sarcopenia-Related Functional Outcomes.Journal of clinical medicine · 2026Article
- The portable wearBands resistance system increases exercise intensity during mixed-reality boxing without reducing enjoyment or flow.Frontiers in sports and active living · 2026Article
- Virtual reality-related exercise for people with chronic kidney disease undergoing haemodialysis.The Cochrane database of systematic reviews · 2025Article
- Determining the severity and prevalence of cybersickness in virtual reality simulations in psychiatry.Advances in simulation (London, England) · 2025Article
- Article
- Individual Variations in Vergence and Accommodation Responses Following Virtual Reality Gameplay.Vision (Basel, Switzerland) · 2024Article
- Amplifying Cognitive Functions in Amateur Esports Athletes: The Impact of Short-Term Virtual Reality Training on Reaction Time, Motor Time, and Eye-Hand Coordination.Brain sciences · 2024Article
- Exergames as an Effective Alternative to Real Environmental Tennis Training for Adolescents.Sports (Basel, Switzerland) · 2024Article
- Adverse Effects of Virtual and Augmented Reality Interventions in Psychiatry: Systematic Review.JMIR mental health · 2023Review
- Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention.Virtual reality · 2023Article
- Eye movement characteristics and visual fatigue assessment of virtual reality games with different interaction modes.Frontiers in neuroscience · 2023Article
- Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review.Frontiers in psychology · 2023Review
- Effects of a Modern Virtual Reality 3D Head-Mounted Display Exergame on Simulator Sickness and Immersion Under Specific Conditions in Young Women and Men: Experimental Study.JMIR serious games · 2022Article
- The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial.JMIR serious games · 2022Article
- SnacktivityHealthcare (Basel, Switzerland) · 2022Review
- Immersive Virtual Reality and Vestibular Rehabilitation in Multiple Sclerosis: Case Report.JMIR serious games · 2022Article
- Changes to Visual Parameters Following Virtual Reality Gameplay.The British and Irish orthoptic journal · 2022Article
- Virtual Reality in Health Care: Bibliometric Analysis.JMIR serious games · 2021Article
- Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVirtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake.
objectiveThis study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness.
methodsA total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods-before VR, immediately after VR, and 40 min after VR (late).
resultsBeat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F
conclusionsIrrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR; however, some individuals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.
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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.