Evidence map›Paper›PMID 39475865›Full record

ArticlePloS one2024

Impact of virtual reality immersion on exercise performance and perceptions in young, middle-aged and older adults.

Angela Hibbs, Gavin Tempest, Florentina Hettinga, Gillian Barry

Abstract read
In one paragraph

Article in PloS one, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
5citing 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.

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

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

  1. Pooled it
  2. Pooled it
  3. Article
  4. Article
  5. Article
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

4 authors.

Angela HibbsDepartment of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle, United Kingdom.ORCID 0000-0003-2247-2474
Gavin TempestDepartment of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle, United Kingdom.
Florentina HettingaDepartment of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle, United Kingdom.
Gillian BarryDepartment of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle, United Kingdom.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

This study compared the effect of high and low levels of virtual reality (VR) immersion during moderate and high intensity cycling-exercise in younger (18-35 years), middle-aged (36-50 years), and older (51-69 years) adults. Thirty participants (5 female and 5 males per age group) completed moderate (steady state: 15 minutes at 60-75% maximum heart rate (MHR)) and high (sprint: 10 x 30 second sprints at 75-85% MHR) intensity cycling in four conditions: VR using a head-mounted display (High HMD), room-projector (Low Room), screen-projector (Low Screen) and No VR. Exercise performance measures (cadence, distance, power output) were recorded. Following each VR condition, exercise enjoyment (PACES) and exercise engagement (Flow State Scale) were measured. Results showed that exercise intensity had a significant effect of age on; heart rate (steady state and sprint), cadence (sprint) and distance (sprint) (p's <0.05). A significant effect of condition was observed during the sprint exercise for heart rate (p < 0.05). No other significant condition effects were observed for exercise performance. Significant effects of condition were identified for exercise engagement relating to sense of control (p < 0.01) and loss of self-consciousness (p < 0.05) with the highest values occurring in the Low Screen condition for all age groups, while transformation of time was significantly different (p < 0.05) for the middle-aged adults (highest during High VR and Low Screen). These results indicate that irrespective of age, participants found themselves in control and immersed more during the Low Screen VR condition than the other VR and No VR conditions. The findings indicate that VR immersion impacts exercise performance and exercise engagement in different age-groups and therefore should be considered when using VR to promote exercise behaviour.

Indexed as

ExerciseHeart RateVirtual RealityAdolescentAdultAgedAge FactorsFemaleHumansMaleMiddle AgedPerceptionYoung Adult

Identifiers

PMID39475865
PMCPMC11524493

What OpenQuestion holds

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LicenceCC BY
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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.