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Accepted for/Published in: JMIR Serious Games

Date Submitted: Mar 23, 2022
Date Accepted: Sep 2, 2022

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

The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial

Ochi G, Kuwamizu R, Fujimoto T, Ikarashi K, Yamashiro K, Sato D

The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial

JMIR Serious Games 2022;10(3):e38200

DOI: 10.2196/38200

PMID: 36169992

PMCID: 9557761

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Does acute virtual reality exergaming enhance mood and executive function?:A crossover trial

  • Genta Ochi; 
  • Ryuta Kuwamizu; 
  • Tomomi Fujimoto; 
  • Koyuki Ikarashi; 
  • Koya Yamashiro; 
  • Daisuke Sato

ABSTRACT

Background:

Virtual reality (VR) exergaming is a new intervention strategy to help humans engage in physical activity to enhance mood. VR exergaming may improve both mood and executive function by acting on the prefrontal cortex, expanding the potential benefits. However, the impact of VR exergaming on executive function has not been fully investigated, and associated intervention strategies have not yet been established.

Objective:

This study investigated the effects on mood and executive function of 10 minutes of VR exergaming.

Methods:

A total of 12 participants played an exergame, “FitXR” under three conditions: a virtual reality exergame (VR-EX) condition in which they played using a head-mounted display (HMD); playing the exergame in front of a flat display (2D-EX), and a resting condition in which they sat in a chair (RS). The color-word Stroop task (CWST), which assesses executive function, the short form of the Profile of Mood States second edition (POMS2) and the short form of the Two-Dimensional Mood Scale (TDMS), which assess mood, were administered before and after the exercise or rest conditions.

Results:

The VR-EX condition increased the POMS2 vigor-activity score, and the TDMS arousal and vitality scores, suggesting that VR exergaming enhanced mood. Conversely, there was no effect on CWST performance in either the 2D-EX or VR-EX conditions. Interestingly, the VR-EX condition showed a significant positive correlation between changes in CWST arousal and reaction time. This suggests that the exergaming effect on improving executive function may disappear under an excessively increased arousal level in VR exergaming.

Conclusions:

Our findings showed that 10 minutes of VR exergaming enhanced mood, but did not affect executive function. This suggests that some VR content may increase cognitive demands, leading to psychological fatigue and cognitive decline (cognitive fatigue) as an individual approaches the limits of available attentional capacity. Although VR exergaming has the potential to induce physical activity by enhancing mood, there is insufficient evidence on executive function effects. To further increase the value of VR exergaming, it is essential to further examine the combination of exercise and VR that enhances both brain function and mood.


 Citation

Please cite as:

Ochi G, Kuwamizu R, Fujimoto T, Ikarashi K, Yamashiro K, Sato D

The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial

JMIR Serious Games 2022;10(3):e38200

DOI: 10.2196/38200

PMID: 36169992

PMCID: 9557761

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