Evidence map›Paper›PMID 41723384›Full record

Trial reportBMC psychiatry2026

The effect of active virtual reality gaming on physical activity behaviour and mental health in young men with mild to moderate depressive symptoms: a randomised controlled feasibility trial.

Fiona Hargraves, Joseph Firth, Emma George, Freya MacMillan, Sandra Garrido, Kerry A Sherman, Allie Eathorne, Mike Armour

Abstract readRandomized Controlled Trial
In one paragraph

Trial report in BMC psychiatry, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing 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

1 citing paper in PubMed.

  1. 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

8 authors.

Fiona HargravesNICM Health Research Institute, Western Sydney University, Westmead, NSW, Australia. fiona.hargraves@mq.edu.au.
Joseph FirthNICM Health Research Institute, Western Sydney University, Westmead, NSW, Australia.
Emma GeorgeTranslational Health Research Institute, School of Medicine, Western Sydney University, Campbelltown, NSW, Australia.
Freya MacMillanTranslational Health Research Institute, School of Medicine, Western Sydney University, Campbelltown, NSW, Australia.
Sandra GarridoMARCS Institute for Brain, Behaviour & Development, Western Sydney University, Sydney, NSW, Australia.
Kerry A ShermanLifespan Health and Wellbeing Research Centre, Macquarie University, Sydney, Australia.
Allie EathorneNICM Health Research Institute, Western Sydney University, Westmead, NSW, Australia.
Mike ArmourNICM Health Research Institute, Western Sydney University, Westmead, NSW, Australia.

Funding

UK Research and Innovation Future Leaders Fellowship MR/T021780/1
6 · The paper itself

Abstract

backgroundPhysical activity (PA) benefits mental health, yet uptake and adherence are challenging, particularly for those affected by depression. Active virtual reality gaming (AVRG) may provide an engaging route to increase PA.

objectiveTo investigate the feasibility and acceptability of AVRG for increasing PA engagement and adherence in young men, and to explore effects on mental-health-related outcomes.

methodsIn a randomised controlled feasibility trial (n = 30), physically inactive males aged 18-29, reporting mild to moderate depressive symptoms were allocated to Active AVRG (n = 14) or Waitlist (WL) control (n = 16). The intervention ran for 8 weeks with a 4-week post-trial follow-up. Exploratory analysis of secondary outcomes compared pre- and post-AVRG scores using paired t-test (normal), or Wilcoxon Signed-Rank test (non-normal); correlations used Pearson's or Spearman's coefficients.

resultsBoth the feasibility and acceptability criteria were met with 67% of potentially eligible participants, and 100% of those who booked phone screening randomised and enrolled. Retention was high, with 93.3% completing the study, and 87.5% completing all data collection measures. Exploratory analysis of secondary outcomes, showed a significant reduction in both Patient Health Questionnaire- 9 (PHQ-9) scores mean difference (MD) -2.82, (p = 0.006) and Depression, Anxiety and Stress Scale- 21 (DASS-21) stress scores MD -3.56 (p = 0.049) over the intervention period, as well as a very strong (p = 0.001) negative correlation (r =-0.57) between PHQ-9 score and number of sessions, a strong (p = 0.01) negative correlation between PHQ-9 and number of sessions > 30 mins. In addition, a moderate (p = 0.03) negative correlation (r =-0.43) was found between post-intervention DASS-21 Depression score and number of sessions > 30 mins. PA increased over the course of the intervention with none of the participants meeting the Australian National PA Guidelines at baseline, increasing to 50% at end of trial.

conclusionsThis study found that a home-based AVRG intervention was feasible, acceptable, and safe for young men with mild-moderate depressive symptoms, with high recruitment, retention, and adherence. Exploratory findings indicate improvements in PA and favourable changes in mental-health measures. These results support progression to a fully powered trial.

trial registrationThis trial was registered with the Australia and New Zealand Clinical Trials Register (approved 22/12/2020, Registration number: ACTRN12620001372976).

Indexed as

DepressionExerciseMental HealthVideo GamesVirtual RealityAdolescentAdultFeasibility StudiesHumansMaleYoung AdultCOVID-19 trialDepressionDigital technologyExercise adherenceHealth behaviourMental healthOnline interventionPAVirtual reality gaming

Identifiers

PMID41723384
PMCPMC13032570

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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.