Evidence map›Paper›PMID 34813487›Full record

ArticleJMIR serious games2021

Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study.

Wenge Xu, Hai-Ning Liang, Nilufar Baghaei, Xiaoyue Ma, Kangyou Yu, Xuanru Meng, Shaoyue Wen

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
21citing papers in PubMed
–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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

21 citing papers in PubMed.

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  19. [School-based alcohol prevention with virtual reality].Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz · 2022
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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.

Wenge XuDigital Media Technology Lab, School of Computing and Digital Technology, Birmingham City University, Birmingham, United Kingdom.ORCID https://orcid.org/0000-0001-7227-7437
Hai-Ning LiangDepartment of Computing, School of Advanced Technology, Xi'an Jiaotong-Liverpool University, Suzhou, China.ORCID https://orcid.org/0000-0003-3600-8955
Nilufar BaghaeiSchool of Natural and Computational Sciences, Massey University, Auckland, New Zealand.ORCID https://orcid.org/0000-0003-1776-7075
Xiaoyue MaDepartment of Computing, School of Advanced Technology, Xi'an Jiaotong-Liverpool University, Suzhou, China.ORCID https://orcid.org/0000-0001-9563-3289
Kangyou YuDepartment of Computing, School of Advanced Technology, Xi'an Jiaotong-Liverpool University, Suzhou, China.ORCID https://orcid.org/0000-0001-5362-3162
Xuanru MengDepartment of Computing, School of Advanced Technology, Xi'an Jiaotong-Liverpool University, Suzhou, China.ORCID https://orcid.org/0000-0003-2516-0126
Shaoyue WenDepartment of Computing, School of Advanced Technology, Xi'an Jiaotong-Liverpool University, Suzhou, China.ORCID https://orcid.org/0000-0002-2481-8531

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

anxietydepressionexergameimmersive virtual realitystressuniversity students

Identifiers

PMID34813487
PMCPMC8663481

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Registered trials

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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.