Trial reportJournal of sport and health science2022
Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students.
Trial report in Journal of sport and health science, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 2 registered trials, which are not on this map. Cited by 27 papers, 2 of them syntheses that pooled 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.
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.
Effects of Active Video Games on Physical Activity, Mental Health, and Body Composition Among Overweight and Obese College Students in China
Effects on Physical Condition and Body Composition of a Physical Exercise Program Implemented Through Immersive Virtual Reality in University Adults: Protocol for a Randomized Controlled Trial
Who cites it
27 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Nature-based and technology-assisted exercise for cognitive and mobility outcomes in older adults: a systematic review of randomized trials.BMC geriatrics · 2026Pooled it
- Exergame-Based Behavior Change Interventions for Promoting Physical Activity: Systematic Review and Meta-Analysis of Randomized Controlled Studies.Journal of medical Internet research · 2025Pooled it
- Enhancing medical education for undergraduates: integrating virtual reality and case-based learning for shoulder joint.BMC medical education · 2024Trial
- The effect of different combinations of physical activity and natural environment videos on children's attention levels between class breaks.BMC pediatrics · 2023Trial
- The portable wearBands resistance system increases exercise intensity during mixed-reality boxing without reducing enjoyment or flow.Frontiers in sports and active living · 2026Article
- To Pause With a Cliffhanger or a Temporary Closure? The Differential Impact of Serial Versus Episodic Narratives on Children's Physical Activity Behaviors.Communication research · 2025Article
- Perceptions of Immersive Virtual Reality for Physical Activity Among Individuals with Hypertension at Risk of Cardiovascular Disease: A Qualitative Study.Healthcare (Basel, Switzerland) · 2025Article
- Relationship between Physical Exercise Self-Efficacy and Persistent Exercise Behavior among College Students.Alpha psychiatry · 2025Article
- At-Home Immersive Virtual Reality Exergames to Reduce Cardiometabolic Risk Among Office Workers: Protocol for a Randomized Controlled Trial.JMIR research protocols · 2025Article
- Stage changes and emotional factors of college students' physical exercise behavior: a cross-sectional study based on the transtheoretical model.Frontiers in psychology · 2025Article
- Comparison of the virtual reality and mobile games regarding physiological load.Frontiers in physiology · 2025Article
- Efficacy of exergaming dance and aerobic dance on young adults' enjoyment, situational motivation, self-efficacy, and steps.Frontiers in psychology · 2025Article
- Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial.Life (Basel, Switzerland) · 2024Article
- Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications.JMIR serious games · 2024Article
- Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study.JMIR serious games · 2024Article
- Application of immersive virtual reality in the training of wheelchair boxers: evaluation of exercise intensity and users experience additional load- a pilot exploratory study.BMC sports science, medicine & rehabilitation · 2024Article
- Article
- The impact of an immersive digital therapeutic tool on experimental pain: a pilot randomized within-subject experiment with an active control condition.Frontiers in pain research (Lausanne, Switzerland) · 2024Article
- Effects of exergaming on executive functions of children: a systematic review and meta-analysis from 2010 to 2023.Archives of public health = Archives belges de sante publique · 2023Article
- Intensity of a Physical Exercise Programme Executed through Immersive Virtual Reality.Healthcare (Basel, Switzerland) · 2023Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
7 authors.
Funding
Abstract
backgroundActive video games are a new method for increasing physical activity (PA). Fully immersive virtual reality (VR) is a hardware device on which an active video game can run. Active (video games in) VR (AVR), might increase immersion, game engagement, and moderate-to-vigorous PA (MVPA), thereby yielding greater exercise-related benefits, e.g., cognitive performance.
methodsWe examined the induction of MVPA via an AVR and a sedentary VR (SVR) as well as the effects of VR play on cognitive performance, which was monitored using 2 different methods. Each of 29 sedentary college students attended three 20-min laboratory sessions (AVR, SVR, or control) in a randomized order; during the control session, they sat quietly doing nothing. A fully immersive headset was used for the 2 video game sessions. We monitored and computed participants' PA using hip-worn accelerometers (wGT3x-bt; ActiGraph, Pensacola, FL, USA) and a heart rate band (Polar H7; Polar, Kempele, Finland). After each session, the participants completed a mnemonic similarity test (MST) to measure recognition memory. They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.
resultsThe AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method. AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion, challenge, and positive affect than did SVR. The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.
conclusionAVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.
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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.