ArticleJMIR serious games2022
The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial.
Article in JMIR serious games, 2022. 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.
- Comparing embedded virtual reality combat to traditional warm-ups on fencing performance and fatigue: Protocol for a randomized crossover trial.JSAMS plus · 2026Article
- Effects of Exergaming Tennis on Players' Tennis Skills and Mental State Compared to Regular Tennis in Adult Players: Quasi-Experimental Study.JMIR serious games · 2026Article
- Comparative changes in problematic smartphone use tendencies across four active exercise modalities among college students: an exploratory multicategorical relative indirect-effect analysis.Frontiers in psychology · 2026Article
- Effects of an Immersive Virtual Reality-Based Exercise Intervention on Psychological and Physiological Outcomes in College Students: Randomized Controlled Trial.JMIR serious games · 2025Article
- Resting-state blink rate does not increase following very-light-intensity exercise, but individual variation predicts executive function enhancement levels.Journal of physiological anthropology · 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
- Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study.JMIR serious games · 2025Article
- Virtual reality-based training for radiopharmaceutical administration: development and educational effectiveness.PloS one · 2025Article
- Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial.Life (Basel, Switzerland) · 2024Article
- Exploring the Acute Effects of Immersive Virtual Reality Biking on Self-Efficacy and Attention of Individuals in the Treatment of Substance Use Disorders: A Feasibility Study.Brain sciences · 2024Article
- Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study.JMIR serious games · 2024Article
- Effects of Different Visual Flow Velocities on Psychophysiological Responses During Virtual Reality Cycling.Cureus · 2024Article
- Acute Hemodynamic, Metabolic, and Hormonal Responses to a Boxing Exergame with and without Blood Flow Restriction in Non-Athlete Young Individuals.Sports (Basel, Switzerland) · 2024Article
- Self-Assessed Experience of Emotional Involvement in Sensory Analysis Performed in Virtual Reality.Foods (Basel, Switzerland) · 2024Article
- Intensity of a Physical Exercise Programme Executed through Immersive Virtual Reality.Healthcare (Basel, Switzerland) · 2023Article
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVirtual reality (VR) exergaming is a new intervention strategy to help humans engage in physical activity to enhance mood. VR exergaming may improve both mood and executive function by acting on the prefrontal cortex, expanding the potential benefits. However, the impact of VR exergaming on executive function has not been fully investigated, and associated intervention strategies have not yet been established.
objectiveThis study aims to investigate the effects of 10 minutes of VR exergaming on mood and executive function.
methodsA total of 12 participants played the exergame "FitXR" under 3 conditions: (1) a VR exergame condition (ie, exercise with a head-mounted display condition [VR-EX]) in which they played using a head-mounted display, (2) playing the exergame in front of a flat display (2D-EX), and (3) a resting condition in which they sat in a chair. The color-word Stroop task (CWST), which assesses executive function; the short form of the Profile of Mood States second edition (POMS2); and the short form of the Two-Dimensional Mood Scale (TDMS), which assess mood, were administered before and after the exercise or rest conditions.
resultsThe VR-EX condition increased the POMS2 vigor activity score (rest and VR-EX: t
conclusionsOur findings showed that 10 minutes of VR exergaming enhanced mood but did not affect executive function. This suggests that some VR content may increase cognitive demands, leading to psychological fatigue and cognitive decline as an individual approaches the limits of available attentional capacity. Future research must examine the combination of exercise and VR that enhances both brain function and mood.
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