ArticleJMIR serious games2021
Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 21 papers.
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Who cites it
21 citing papers in PubMed.
- Personalized, physiotherapist-guided exercise programs in JIA: home-based vs. immersive virtual reality (JiaFitXR).Rheumatology (Oxford, England) · 2026Trial
- Effects of exergames on depression, anxiety, and sleep in adolescents with subthreshold depression: a randomized controlled trial.Scientific reports · 2026Trial
- Mindfulness-based (non-contact) boxing therapy (MBBT) for depression and anxiety: A feasibility study.PloS one · 2025Trial
- The Effect of Using Virtual Reality on Pain, Fear, and Anxiety in School-Age Children During Venipuncture: A Randomized Controlled Study.Healthcare (Basel, Switzerland) · 2026Article
- Effects of Commercial Exergames vs. Traditional Indoor Exercise on Mood in Older Adults: A Randomized Controlled Trial.Healthcare (Basel, Switzerland) · 2026Article
- Article
- Enhancing Mindfulness-Based Cognitive Therapy in a Virtual Reality: A Prospective Interventional Study.Scientific reports · 2025Article
- 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
- Gamified Exercise in Virtual Reality: A Novel Intervention for Enhancing Mental Health and Reducing Suicidal Ideation in Older Adults.Healthcare (Basel, Switzerland) · 2025Article
- Impact on Body Composition and Physical Fitness of an Exercise Program Based on Immersive Virtual Reality: A Case Report.Journal of functional morphology and kinesiology · 2025Article
- Combat sports and wellbeing: advancing health and inclusion in athletes and practitioners. An opinion paper.Frontiers in psychology · 2025Article
- Nature-based virtual reality intervention to manage stress in family caregivers of allogeneic hematopoietic stem cell transplant recipients: a two-phase pilot study protocol.Frontiers in psychiatry · 2024Article
- Individualized Virtual Reality for Increasing Self-Compassion: Evaluation Study.JMIR mental health · 2023Article
- Intensity of a Physical Exercise Programme Executed through Immersive Virtual Reality.Healthcare (Basel, Switzerland) · 2023Article
- Article
- A Patient-Centered Website (Within Reach) to Foster Informed Decision-making About Upper Extremity Vascularized Composite Allotransplantation: Development and Usability Study.JMIR formative research · 2023Article
- Exploring the effect of the Group Size and Feedback of non-player character spectators in virtual reality exergames.Frontiers in psychology · 2023Article
- 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
- [School-based alcohol prevention with virtual reality].Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz · 2022Review
- Applicability of an Immersive Virtual Reality Exercise Training System for Office Workers during Working Hours.Sports (Basel, Switzerland) · 2022Article
Corrections and comments
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Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundIn recent years, there has been an increase in the number of students with depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and well-being is exergaming. The effects and acceptability of exergames have been studied widely but mostly with older adults. The feasibility and usability of exergames among university students, especially those of immersive virtual reality (iVR) exergames, remain unexplored.
objectiveThis study aimed to explore the feasibility of a 6-week iVR exergame-based intervention in reducing anxiety, depression, and perceived stress among university students and to examine the usability and acceptability of such games.
methodsA total of 31 university students were recruited to participate in a 6-week study in which they needed to play a boxing-style iVR exergame called FitXR (FitXR Limited) twice per week (30 minutes per session). Their anxiety (Beck Anxiety Inventory), depression (Beck Depression Inventory-II), and perceived stress (Perceived Stress Scale) levels were measured before and after intervention.
resultsA total of 15 participants completed the 6-week study. Our results suggested that participants' mean depression scores decreased significantly from 8.33 (SD 5.98) to 5.40 (SD 5.14) after the intervention (P=.01). In addition, most participants (14/15, 93%) believed that the iVR exergame has good usability. Furthermore, most participants (14/15, 93%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Of the 15 participants, 11 (73%) would recommend the iVR exergame to their friends.
conclusionsThe results gained from this study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression levels among university students.
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