Evidence map›Paper›PMID 36169992›Full record

ArticleJMIR serious games2022

The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial.

Genta Ochi, Ryuta Kuwamizu, Tomomi Fujimoto, Koyuki Ikarashi, Koya Yamashiro, Daisuke Sato

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
15citing 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

15 citing papers in PubMed.

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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

6 authors.

Genta OchiDepartment of Health and Sports, Niigata University of Health and Welfare, Niigata, Japan.ORCID https://orcid.org/0000-0003-1739-2023
Ryuta KuwamizuLaboratory of Exercise Biochemistry and Neuroendocrinology, Faculty of Health and Sport Sciences, University of Tsukuba, Tsukuba, Japan.ORCID https://orcid.org/0000-0001-9659-3506
Tomomi FujimotoDepartment of Health and Sports, Niigata University of Health and Welfare, Niigata, Japan.ORCID https://orcid.org/0000-0003-1676-4921
Koyuki IkarashiInstitute for Human Movement and Medical Sciences, Niigata University of Health and Welfare, Niigata, Japan.ORCID https://orcid.org/0000-0002-2528-8659
Koya YamashiroDepartment of Health and Sports, Niigata University of Health and Welfare, Niigata, Japan.ORCID https://orcid.org/0000-0002-8813-5158
Daisuke SatoDepartment of Health and Sports, Niigata University of Health and Welfare, Niigata, Japan.ORCID https://orcid.org/0000-0003-3227-3129

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

executive functionexerciseexergamingmental healthphysical activityvirtual reality

Identifiers

PMID36169992
PMCPMC9557761

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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.