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

10.2196/29330 ◽  
2021 ◽  
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Nilufar Baghaei ◽  
Xiaoyue Ma ◽  
Kangyou Yu ◽  
...  
2021 ◽  
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Nilufar Baghaei ◽  
Xiaoyue Ma ◽  
Kangyou Yu ◽  
...  

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.


2019 ◽  
Vol Volume 15 ◽  
pp. 417-428 ◽  
Author(s):  
Fabiana Martins ◽  
Thaís Massetti ◽  
Tania Crocetta ◽  
Priscila Bianchi Lopes ◽  
Amanda da Silva ◽  
...  

2021 ◽  
Vol 44 (2) ◽  
pp. 279-282
Author(s):  
Kazuyuki Niki ◽  
Maki Yasui ◽  
Maika Iguchi ◽  
Tomomi Isono ◽  
Hiroto Kageyama ◽  
...  

2018 ◽  
Vol 46 (9) ◽  
pp. 1376-1384 ◽  
Author(s):  
Chiara Gagliardi ◽  
Anna Carla Turconi ◽  
Emilia Biffi ◽  
Cristina Maghini ◽  
Alessia Marelli ◽  
...  

10.2196/26133 ◽  
2021 ◽  
Author(s):  
Johanna E Tran ◽  
Christopher Fowler ◽  
Howard Kaplan ◽  
Jemy Delikat ◽  
Marie M Merzier ◽  
...  

2021 ◽  
Author(s):  
Marta Modrego-Alarcón ◽  
María Teresa Navarro-Gil ◽  
María Beltrán-Ruiz ◽  
Alicia Monreal-Bartolomé ◽  
Santiago Gascón ◽  
...  

Abstract Background: There is growing concern about mental health problems in university students. For this reason, mindfulness training is becoming increasingly popular in university settings. However, mindfulness-based interventions (MBIs) usually present high attrition rates. This trial aims to evaluate the efficacy of a MBI to reduce perceived stress and to improve the psychological well-being of university students, as well as to explore the capacity of virtual reality (VR) to enhance adherence to the intervention. Methods: This study protocol presents a randomized controlled trial (RCT) involving assessment time points of baseline, posttreatment and 6-month follow-up. A total of 280 students from the Spanish National Distance Education University (UNED) or the University of Zaragoza will be randomly assigned to a mindfulness condition, a mindfulness condition complemented by VR, and a relaxation condition to serve as a control group. Stress will be the main outcome and will be measured using the 10-item self-report Perceived Stress Scale (PSS). Other well-being and academic functioning outcomes will be assessed, as well as variables that explore the impact of VR. Multilevel mixed-effects models will be calculated to estimate the efficacy of the programme, and effect size estimations will be carried out. Effects of VR in adherence to programme will be evaluated. Discussion: Some strengths of this study are the RCT design, which includes a suitable active control group and a 6-month follow-up assessment; a large sample size of university students at different stages of their courses and a variety of degrees; and the incorporation of the VR support to facilitate completion of the MBI programme. Potential limitations are the voluntary participation of the students and the utilization of self-report measures.Trial registration number: ClinicalTrials.gov NCT03771300.


Sign in / Sign up

Export Citation Format

Share Document