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  1. Home
  2. VR4REHAB-01

A preliminary investigation into the effects of gamified virtual reality on exercise adherence, perceived exertion and health

K. Hoolahan, MSc
Research & Development, Virtually Healthy.

 

Introduction

Exercise is widely used as a treatment and prevention method for many health conditions, however adherence to exercise programmes is generally very low. Gamified virtual reality is a promising solution to this. Research has shown gamification of exercise to increase adherence to exercise by positively changing behaviour and perception towards exercise [1]. Virtual reality has been shown to reduce perception of both mental and physical pain [2], providing a promising platform increasing engagement in exercidse for health – not only for physical health, but mental health as well.

Figure 1. Gamification of exercise

Methods

This study included 20 participants playing a total of 36 VR games over the course of an 18-week programme. Convenience sampling was used to recruit participants. Heart rate monitoring, and questionnaires including rate of perceived exertion were used and adherence was recorded.

Results and discussion

There was a dropout rate of 10% and an adherence rate of 90% – a large increase in adherence and decrease in attrition compared to standard exercise programmes in the literature. Heart rate whilst in VR was compared to perceived exertion, showing a significantly lower perceived exertion compared to actual exertion. Various physical and mental health benefits were noted by participants.

Conclusions

Overall, this study shows that gamified VR can increase adherence to exercise, lower perceived exertion and indicates potential for improving health. Further research is required to support this.

References

[1] Street, T. D., Lacey, S. J., & Langdon, R. R. (2017). Gaming Your Way to Health: A Systematic Review of Exergaming Programs to Increase Health and Exercise Behaviors in Adults. Games for Health Journal, 6(3), 136–146. https://doi.org/10.1089/g4h.2016.0102

[2] Gupta, A., Scott, K., & Dukewich, M. (n.d.). Innovative Technology Using Virtual Reality in the Treatment of Pain: Does It Reduce Pain via Distraction, or Is There More to It? https://doi.org/10.1093/pm/pnx109

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