TY -的盟Ochi Genta盟——Kuwamizu Ryuta盟——藤本,Tomomi盟——Ikarashi Koyuki盟——Yamashiro Koya盟,佐藤Daisuke PY - 2022 DA - 2022/9/28 TI -急性虚拟现实Exergaming对情绪的影响和执行功能:探索性交叉试验乔- JMIR严肃游戏SP - e38200六世- 10 - 3 KW -虚拟现实KW - Exergaming KW -锻炼KW -执行功能KW -身体活动KW -心理健康AB -背景:虚拟现实(VR)运动游戏是一种新的干预策略,帮助人们参与体育活动来改善情绪。VR健身游戏可以通过作用于前额皮质来改善情绪和执行功能,扩大潜在的好处。然而,VR运动游戏对执行功能的影响尚未得到充分的研究,相关的干预策略也尚未建立。目的:本研究旨在探讨10分钟VR运动游戏对情绪和执行功能的影响。方法:共有12名参与者在3种条件下玩exergame“FitXR”:(1)VR exergame条件(即头戴显示器条件[VR- ex]),他们使用头戴显示器,(2)在平板显示器(2D-EX)前玩exergame,(3)休息条件,他们坐在椅子上。彩色单词Stroop任务(CWST),用于评估执行功能;心境概况第二版(POMS2)的简写形式;以及评估情绪的二维情绪量表(TDMS)的简写形式,分别在运动或休息条件前后进行测试。结果:VR-EX条件提高了POMS2活力活动评分(休息和VR-EX: t11=3.69, P=.003)和TDMS唤醒评分(休息vs 2D-EX: t11=5.34, P<.001; rest vs VR-EX: t11=5.99, P<.001; 2D-EX vs VR-EX: t11=3.02, P=.01) and vitality scores (rest vs 2D-EX: t11=3.74, P=.007; rest vs VR-EX: t11=4.84, P=.002; 2D-EX vs VR-EX: t11=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. Conclusions: 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. SN - 2291-9279 UR - https://games.www.mybigtv.com/2022/3/e38200 UR - https://doi.org/10.2196/38200 UR - http://www.ncbi.nlm.nih.gov/pubmed/36169992 DO - 10.2196/38200 ID - info:doi/10.2196/38200 ER -
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