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Accepted for/Published in: JMIR Serious Games

Date Submitted: Apr 2, 2021
Date Accepted: Aug 25, 2021
Date Submitted to PubMed: Nov 23, 2021

The final, peer-reviewed published version of this preprint can be found here:

Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study

Xu W, Liang HN, Baghaei N, Ma X, Yu K, Meng X, Wen S

Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study

JMIR Serious Games 2021;9(4):e29330

DOI: 10.2196/29330

PMID: 34813487

PMCID: 8663481

Effect of Immersive Virtual Reality Exergaming on University Students’ Anxiety, Depression, and Perceived Stress: A Pilot Study

  • Wenge Xu; 
  • Hai-Ning Liang; 
  • Nilufar Baghaei; 
  • Xiaoyue Ma; 
  • Kangyou Yu; 
  • Xuanru Meng; 
  • Shaoyue Wen

ABSTRACT

Background:

In recent years, there has been an increase in the number of students suffering from depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and wellbeing is exergaming. The effect and acceptability of exergames have been studied widely but mostly with older adults. Their feasibility, usability, and acceptability by university students, especially for immersive virtual reality (iVR) exergames, remain unexplored.

Objective:

This study aims to explore the feasibility of a six-week iVR exergame-based intervention in reducing anxiety, depression, and perceived stress for university students and examine the usability and acceptability of such games.

Methods:

A total of 31 students were recruited to participate in a 6-week study, where they needed to play a boxing-style iVR exergame called FitXR twice a week, 30 minutes per session.

Results:

Fifteen participants completed the 6-week study. Our results suggested that participants’ depression scores were reduced significantly from 8.33 (SD=5.98) to 5.40 (SD=5.14) after the intervention (P=.012). In addition, most participants (93.3%) believed the iVR exergame has good usability. Furthermore, most participants (93.3%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Eleven participants (73.3%) would recommend the iVR exergame to their friends.

Conclusions:

Results gained from the study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression among university students.


 Citation

Please cite as:

Xu W, Liang HN, Baghaei N, Ma X, Yu K, Meng X, Wen S

Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study

JMIR Serious Games 2021;9(4):e29330

DOI: 10.2196/29330

PMID: 34813487

PMCID: 8663481

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© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.