ArticlePloS one2024
Comparing college students' mood states among immersive virtual reality, non-immersive virtual reality, and traditional biking exercise.
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 10 papers.
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Who cites it
10 citing papers in PubMed.
- Exploring the psychological and physiological effects of a virtual reality-based bicycle exercise in hemodialysis patients: a randomized controlled trial.Scientific reports · 2026Trial
- Trial
- Adult cancer survivors' perceptions of immersive virtual reality exercise and its utility during chemotherapy infusion: a concurrent mixed method exploratory study.Supportive care in cancer : official journal of the Multinational Association of Supportive Care in Cancer · 2026Article
- Effects of Commercial Exergames vs. Traditional Indoor Exercise on Mood in Older Adults: A Randomized Controlled Trial.Healthcare (Basel, Switzerland) · 2026Article
- Exergame enjoyment using various devices and awareness of their use for physical activity and health improvement among young adults.BMC sports science, medicine & rehabilitation · 2026Article
- The impact of natural and urban environmental settings on exercise and perceptual responses during virtual reality-based exercise.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
- Comparison of the virtual reality and mobile games regarding physiological load.Frontiers in physiology · 2025Article
- Article
- University students' exercise intention in the context of technology assistance: testing an integrated model of SDT and TPB.Frontiers in psychology · 2025Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectivesThis study examined differences in young adults' mood states during immersive virtual reality (VR), non-immersive VR, and traditional exercise biking sessions.
designRepeated-measure study design.
methodsForty-nine college students (34 females; Mage = 23.6 years) completed three separate 20-minute exercise biking sessions: (1) immersive VR biking using the PlayStation 4 + VirZoom VR bike; (2) non-immersive VR biking using the Gamercize bike + Xbox 360; and (3) traditional stationary biking using the Spirit Fitness XBU55. Participants' mood states (anger, confusion, depression, fatigue, tension, and vigor) were assessed by using the Brunel Mood Scale after each session.
resultsStatistically significant differences were observed between biking sessions for all components of mood [F (2, 96) = 3.84-278.56, p < 0.05, η2 = 0.07-0.85], except for tension (p > 0.05). Results indicated non-immersive VR biking yielded significantly higher anger compared to immersive VR biking; non-immersive VR biking yielded significantly higher confusion compared to immersive VR biking and traditional biking, respectively; immersive VR biking yielded significantly lower depression compared to traditional biking; both immersive VR biking and non-immersive VR biking yielded significantly lower fatigue compared to traditional biking; and immersive VR biking yielded significantly higher vigor compared to non-immersive VR biking) and traditional biking, respectively.
conclusionFindings suggested the immersive VR-based biking exercise may facilitate in reducing the negative feelings, such as anger, fatigue, depression, and improving positive feeling, such as vigor, among college students. The immersive VR-based exercise appeared to be a feasible approach for motivating college students participating in physical activity and improving overall mood states.
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