Yuxin Wang, Feng Zhang, Zan Gao, Zhanjia Zhang, Wenxi Liu
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引用次数: 0
Abstract
This study aimed to evaluate the impact of an 8-week virtual reality (VR)-based exercise intervention on mood states among college students compared with traditional aerobic exercise and a control group. A randomized controlled trial was conducted with 56 participants assigned to one of three groups: VR-based exercise, aerobic exercise, and control group. Participants in the two exercise groups completed two 40-minute sessions per week. Mood states were assessed using the Profile of Mood States scale at baseline, 4 weeks, and 8 weeks. Repeated measures analysis of variance revealed significant time-group interactions for tension, anger, fatigue, depression, vigor, and self-related mood, indicating differential effects across groups. Post hoc analyses showed that the VR-based exercise group demonstrated the most improvements in mood, with significant reductions in overall mood disturbance (P < 0.001, VR group 109.00 ± 3.03; traditional group 118.58 ± 3.12; control group 131.55 ± 4.68), tension (P = 0.004, VR group 10.60 ± 0.70; traditional group 12.00 ± 0.60; control group 15.23 ± 0.99), anger (P = 0.015, VR group 9.00 ± 0.50; traditional group 9.68 ± 0.46; control group 11.91 ± 0.90), and depression (P = 0.011, VR group 7.93 ± 0.42; traditional group 8.47 ± 0.51; control group 11.45 ± 0.83), and a significant increase in vigor (P < 0.001, VR group 22.93 ± 0.80; traditional group 19.74 ± 0.70; control group 17.86 ± 0.67) and self-related mood (P = 0.025, VR group 15.80 ± 0.65; traditional group 14.37 ± 0.43; control group 13.64 ± 0.62). The findings suggest that VR-based exercise offers an engaging, immersive experience that can significantly enhance mood states, potentially outperforming traditional exercise. This study highlights the potential of VR as an effective tool for promoting mental health among college populations.
期刊介绍:
Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems