Evidence map›Paper›PMID 34004390›Full record

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.

Caio Victor Sousa, Jungyun Hwang, Romina Cabrera-Perez, Austin Fernandez, Aika Misawa, Kelsey Newhook, Amy Shirong Lu

2 registry-linked trialsAbstract readClinical Trial
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
27citing papers in PubMed, 2 pooled it
–field-weighted citation impact
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.

NCT06078150 naunknown statusnot on this mapstarted 2023, after this paper: background citation

Effects of Active Video Games on Physical Activity, Mental Health, and Body Composition Among Overweight and Obese College Students in China

TypeinterventionalSponsorUniversiti Putra MalaysiaRan2023 to 2024Enrolled58ConditionsPhysical Inactivity, Mental Health Issue, Body Weight ChangesArmsActive video games intervention(1-6weeks), Active video games intervention(7-12weeks)
NCT06580769 nanot yet recruitingnot on this mapstarted 2024, after this paper: background citation

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

TypeinterventionalSponsorUniversidad Autónoma de ChileRan2024 to 2025Enrolled30ConditionsPhysical Activity, Virtual Reality, Physical FitnessArmsPhysical activity
3 · Its place in the literature

Who cites it

27 citing papers in PubMed, 2 syntheses or guidelines pooled it.

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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

7 authors.

Caio Victor SousaHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA.
Jungyun HwangDepartment of Aging and Geriatric Research, University of Florida, Gainesville, FL 32603, USA.
Romina Cabrera-PerezHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA.
Austin FernandezHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA.
Aika MisawaHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA.
Kelsey NewhookHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA.
Amy Shirong LuHealth Technology Lab, College of Arts, Media and Design, Bouvé College of Health Sciences, Northeastern University, Boston, MA 02115, USA. Electronic address: a.lu@northeastern.edu.

Funding

The Narrative Effect of Active Video Games on Long-term Moderate-to-Vigorous Physical ActivityR01DK109316 · NIDDK · NORTHEASTERN UNIVERSITY · PI LU, AMY SHIRONG · 2016 to 2020
$3.2M
NIDDK NIH HHS R01 DK109316
6 · The paper itself

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.

Indexed as

Video GamesVirtual RealityCognitionExerciseHumansStudentsActive video gameCognitive performanceMnemonic similarity testMVPAVirtual reality

Identifiers

PMID34004390
PMCPMC9068577

What OpenQuestion holds

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LicenceCC BY-NC-ND
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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.