Ochi Genta, Kuwamizu Ryuta, Fujimoto Tomomi, Ikarashi Koyuki, Yamashiro Koya, Sato Daisuke
Department of Health and Sports, Niigata University of Health and Welfare, Niigata, Japan.
Institute for Human Movement and Medical Sciences, Niigata University of Health and Welfare, Niigata, Japan.
JMIR Serious Games. 2022 Sep 28;10(3):e38200. doi: 10.2196/38200.
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.
This study aims to investigate the effects of 10 minutes of VR exergaming on mood and executive function.
A total of 12 participants played the exergame "FitXR" under 3 conditions: (1) a VR exergame condition (ie, exercise with a head-mounted display condition [VR-EX]) in which they played using a head-mounted display, (2) playing the exergame in front of a flat display (2D-EX), and (3) a resting condition in which they sat in a chair. 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.
The VR-EX condition increased the POMS2 vigor activity score (rest and VR-EX: t=3.69, P=.003) as well as the TDMS arousal (rest vs 2D-EX: t=5.34, P<.001; rest vs VR-EX: t=5.99, P<.001; 2D-EX vs VR-EX: t=3.02, P=.01) and vitality scores (rest vs 2D-EX: t=3.74, P=.007; rest vs VR-EX: t=4.84, P=.002; 2D-EX vs VR-EX: t=3.53, P=.006), 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 (r=0.58, P=.046). This suggests that the effect of exergaming on improving executive function may disappear under an excessively increased arousal level in VR exergaming.
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 as an individual approaches the limits of available attentional capacity. Future research must examine the combination of exercise and VR that enhances both brain function and mood.
虚拟现实(VR)运动游戏是一种新的干预策略,可帮助人们参与体育活动以改善情绪。VR运动游戏可能通过作用于前额叶皮层来改善情绪和执行功能,从而扩大潜在益处。然而,VR运动游戏对执行功能的影响尚未得到充分研究,相关干预策略也尚未确立。
本研究旨在调查10分钟的VR运动游戏对情绪和执行功能的影响。
共有12名参与者在3种条件下玩运动游戏“FitXR”:(1)VR运动游戏条件(即头戴式显示器条件下的运动[VR-EX]),他们使用头戴式显示器进行游戏;(2)在平板显示器前玩运动游戏(2D-EX);(3)坐在椅子上的休息条件。在运动或休息条件前后,进行评估执行功能的色词Stroop任务(CWST)、情绪状态量表第二版简表(POMS2)以及评估情绪的二维情绪量表简表(TDMS)。
VR-EX条件下POMS2活力活动得分增加(休息与VR-EX:t = 3.69,P = 0.003),TDMS唤醒度(休息与2D-EX:t = 5.34,P < 0.001;休息与VR-EX:t = 5.99,P < 0.001;2D-EX与VR-EX:t = 3.02,P = 0.01)和活力得分也增加(休息与2D-EX:t = 3.74,P = 0.007;休息与VR-EX:t = 4.84,P = 0.002;2D-EX与VR-EX:t = 3.53,P = 0.006),表明VR运动游戏可改善情绪。相反,2D-EX或VR-EX条件下对CWST表现均无影响。有趣的是,VR-EX条件下CWST唤醒度变化与反应时间之间存在显著正相关(r = 0.58,P = 0.046)。这表明在VR运动游戏中唤醒水平过度增加的情况下,运动游戏对改善执行功能的效果可能会消失。
我们的研究结果表明,10分钟的VR运动游戏可改善情绪,但不影响执行功能。这表明某些VR内容可能会增加认知需求,导致个体接近可用注意力容量极限时出现心理疲劳和认知下降。未来的研究必须考察能同时增强脑功能和情绪的运动与VR的组合。