Evidence map›Paper›PMID 33095182›Full record

ArticleJournal of medical Internet research2020

Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects.

Ancret Szpak, Stefan Carlo Michalski, Tobias Loetscher

Registry-linked trialOpen access · goldAbstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
23citing papers in PubMed
8.2field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

NCT05649566 nacompletednot on this mapstarted 2022, after this paper: background citation

Intervention of Virtual Reality on Oculomotor Muscles and Balance

TypeinterventionalSponsorEscoles Universitaries GimbernatRan2022 to 2022Enrolled34ConditionsPostural BalanceArmsVirtual Reality game
3 · Its place in the literature

Who cites it

23 citing papers in PubMed, 96 citations in OpenAlex.

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  16. SnacktivityHealthcare (Basel, Switzerland) · 2022
    Review
  17. Article
  18. Changes to Visual Parameters Following Virtual Reality Gameplay.The British and Irish orthoptic journal · 2022
    Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors at 1 institution in 1 country.

Ancret SzpakUniversity of South Australia, Adelaide, Australia.ORCID 0000-0001-5646-8778
Stefan Carlo MichalskiUniversity of South Australia, Adelaide, Australia.ORCID 0000-0002-8542-8246
Tobias LoetscherUniversity of South Australia, Adelaide, Australia.ORCID 0000-0003-1967-2926
University of South Australia · AU

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

Virtual RealityAdultExerciseFemaleHumansMaleSurveys and QuestionnairesVideo GamesYoung Adultdepth perceptionexercisemotion sicknesssedentary behaviorvirtual reality

Identifiers

PMID33095182
PMCPMC7647813
OpenAlexW3093479260

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

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.