ArticleInternational journal of environmental research and public health2020
Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study.
Article in International journal of environmental research and public health, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 15 papers.
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Who cites it
15 citing papers in PubMed, 36 citations in OpenAlex.
- Virtual reality interventions in obesity and eating disorders: a systematic review of biomarker, clinical, and behavioral outcomes.Reviews in endocrine & metabolic disorders · 2026Review
- Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study.JMIR serious games · 2025Article
- The Role of Virtual Reality in Childhood Obesity Treatment: A Narrative Review.International journal of environmental research and public health · 2025Review
- Comparison of the virtual reality and mobile games regarding physiological load.Frontiers in physiology · 2025Article
- Assessment of the intensity and attractiveness of physical exercise while playing table tennis in an immersive virtual environment depending on the game mode.BMC sports science, medicine & rehabilitation · 2024Article
- Metabolic cost and mechanical work of walking in a virtual reality emulator.European journal of applied physiology · 2024Article
- Recreational cycling provides greater satisfaction and flow in an immersive virtual environment than in real life.BMC sports science, medicine & rehabilitation · 2024Article
- Strategies to Improve Physical Activity and Nutrition Behaviours in Children and Adolescents: A Review.Nutrients · 2023Review
- Review
- Physical Activity in Immersive Virtual Reality: A Scoping Review.Healthcare (Basel, Switzerland) · 2023Article
- Handheld Weights as an Effective and Comfortable Way To Increase Exercise Intensity of Physical Activity in Virtual Reality: Empirical Study.JMIR serious games · 2022Article
- Applicability of an Immersive Virtual Reality Exercise Training System for Office Workers during Working Hours.Sports (Basel, Switzerland) · 2022Article
- Assessment of the Relevance and Reliability of Reaction Time Tests Performed in Immersive Virtual Reality by Mixed Martial Arts Fighters.Sensors (Basel, Switzerland) · 2022Article
- The Use of Fear versus Hope in Health Advertisements: The Moderating Role of Individual Characteristics on Subsequent Health Decisions in Chile.International journal of environmental research and public health · 2020Article
- Review
Corrections and comments
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Authors and funding
4 authors at 2 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Immersive virtual reality (IVR) is a technology that blurs the line between the physical world and a digital environment. Using appropriate pointing devices, it is possible to engage in physical activity (PA). The main aim of the study was to assess the attractiveness and intensity of physical exercise while playing active video games (AVGs) in IVR on an omnidirectional treadmill by obese children and to present the results compared to health recommendations (PA). It was also assessed whether the AVGs storyline can effectively motivate the participants to undertake locomotor activity by increasing the intensity of their effort (moving in a limited space vs. having to follow a set route). Eleven children aged 8 to 12 years with diagnosed obesity participated in the experiment. The attractiveness of PA was assessed with a questionnaire, while the intensity of exercise was estimated on the basis of heart rate. The answers show that AVGs are attractive and more enjoyable for the respondents than conventional video games. All participants declared their willingness to practice this form of PA. The intensity of PA of obese children during two games was high but during the game where the player was supposed to follow a set route, it was significantly higher (83.3 ± 9.2% HRmax) than during the game whose storyline assumed moving in a limited space (77.4 ± 9.8% HRmax). Due to the high intensity of PA while playing the AVGs studied, it can be assumed that obese children can benefit for their health if the games are used on a regular basis. However, further research is needed to verify this thesis.
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