ArticleSensors (Basel, Switzerland)2024
The Effects of Competition on Exercise Intensity and the User Experience of Exercise during Virtual Reality Bicycling for Young Adults.
Article in Sensors (Basel, Switzerland), 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.
What it found
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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.
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.
Who cites it
4 citing papers in PubMed.
- Trial
- How do virtual exercise technology and social presence influence motivation to exercise?Frontiers in psychology · 2026Article
- The impact of natural and urban environmental settings on exercise and perceptual responses during virtual reality-based exercise.Frontiers in psychology · 2026Article
- The effects of competition on exercise intensity and the user experience of exercise, during virtual reality bicycling for healthy adults across the lifespan.BMC sports science, medicine & rehabilitation · 2025Article
Corrections and comments
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Authors and funding
2 authors.
Funding
Abstract
backgroundRegular moderate-vigorous intensity exercise is recommended for adults as it can improve longevity and reduce health risks associated with a sedentary lifestyle. However, there are barriers to achieving intense exercise that may be addressed using virtual reality (VR) as a tool to promote exercise intensity and adherence, particularly through visual feedback and competition. The purpose of this work is to compare visual feedback and competition within fully immersive VR to enhance exercise intensity and user experience of exercise for young adults; and to describe and compare visual attention during each of the conditions.
methodsYoung adults (21-34 years old) bicycled in three 5 min VR conditions (visual feedback, self-competition, and competition against others). Exercise intensity (cycling cadence and % of maximum heart rate) and visual attention (derived from a wearable eye tracking sensor) were measured continuously. User experience was measured by an intrinsic motivation questionnaire, perceived effort, and participant preference. A repeated-measures ANOVA with paired
resultsParticipants exercised at a higher intensity and had higher intrinsic motivation in the two competitive conditions compared to visual feedback. Further, participants preferred the competitive conditions and only reached a vigorous exercise intensity during self-competition. Visual exploration was higher in visual feedback compared to self-competition.
conclusionsFor young adults bicycling in VR, competition promoted higher exercise intensity and motivation compared to visual feedback.
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Registered trials
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