基于虚拟现实的运动干预对大学生情绪状态的影响:为期8周的随机对照试验。

IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Yuxin Wang, Feng Zhang, Zan Gao, Zhanjia Zhang, Wenxi Liu
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引用次数: 0

摘要

本研究旨在评估为期8周的基于虚拟现实(VR)的运动干预对大学生情绪状态的影响,并与传统有氧运动和对照组进行比较。我们进行了一项随机对照试验,将56名参与者分为三组:vr运动组、有氧运动组和对照组。两个锻炼组的参与者每周完成两次40分钟的锻炼。在基线、4周和8周时使用情绪状态量表评估情绪状态。重复测量方差分析显示,在紧张、愤怒、疲劳、抑郁、活力和自我相关情绪方面,时间组间的相互作用显著,表明组间的差异效应。事后分析显示,基于VR的运动组在情绪方面表现出最大的改善,总体情绪障碍显著减少(P < 0.001, VR组109.00±3.03;传统组118.58±3.12;对照组131.55±4.68),张力组(P = 0.004, VR组10.60±0.70;传统组12.00±0.60;对照组15.23±0.99),愤怒组(P = 0.015, VR组9.00±0.50;传统组9.68±0.46;对照组11.91±0.90),抑郁(P = 0.011, VR组7.93±0.42;传统组8.47±0.51;对照组11.45±0.83),活力显著增加(P < 0.001, VR组22.93±0.80;传统组19.74±0.70;对照组17.86±0.67)和自我相关情绪(P = 0.025, VR组15.80±0.65;传统组14.37±0.43;对照组13.64±0.62)。研究结果表明,基于vr的锻炼提供了一种引人入胜、身临其境的体验,可以显著改善情绪状态,潜在地优于传统锻炼。这项研究强调了虚拟现实作为促进大学生群体心理健康的有效工具的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of Virtual Reality-Based Exercise Intervention on College Students' Mood States: An 8-Week Randomized Controlled Trial.

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.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
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
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