Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study

被引:35
作者
Xu, Wenge [1 ]
Liang, Hai-Ning [2 ]
Baghaei, Nilufar [3 ,4 ]
Ma, Xiaoyue [2 ]
Yu, Kangyou [2 ]
Meng, Xuanru [2 ]
Wen, Shaoyue [2 ]
机构
[1] Birmingham City Univ, Sch Comp & Digital Technol, Digital Media Technol Lab, Birmingham, W Midlands, England
[2] Xian Jiaotong Liverpool Univ, Sch Adv Technol, Dept Comp, 111 Renai Rd,Suzhou Ind Pk, Suzhou 215123, Peoples R China
[3] Massey Univ, Sch Nat & Computat Sci, Auckland, New Zealand
[4] Univ Queensland, Sch Informat Technol & Elect Engn, Brisbane, Qld, Australia
来源
JMIR SERIOUS GAMES | 2021年 / 9卷 / 04期
关键词
university students; depression; anxiety; stress; immersive virtual reality; exergame; MENTAL-HEALTH; OLDER-ADULTS; WII FIT; EXERCISE; EDUCATION; PROGRAM; IMPACT; WOMEN; TRIAL;
D O I
10.2196/29330
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: In recent years, there has been an increase in the number of students with depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and well-being is exergaming The effects and acceptability of exergames have been studied widely but mostly with older adults. The feasibility and usability of exergames among university students, especially those of immersive virtual reality (iVR) exergames, remain unexplored. Objective: This study aimed to explore the feasibility of a 6-week iVR exergame-based intervention in reducing anxiety, depression, and perceived stress among university students and to examine the usability and acceptability of such games. Methods: A total of 31 university students were recruited to participate in a 6-week study in which they needed to play a boxing-style iVR exergame called FitXR (FitXR Limited) twice per week (30 minutes per session). Their anxiety (Beck Anxiety Inventory), depression (Beck Depression Inventory-II), and perceived stress (Perceived Stress Scale) levels were measured before and after intervention. Results: A total of 15 participants completed the 6-week study. Our results suggested that participants' mean depression scores decreased significantly from 8.33 (SD 5.98) to 5.40 (SD 5.14) after the intervention (P=.01). In addition, most participants (14/15, 93%) believed that the iVR exergame has good usability. Furthermore, most participants (14/15, 93%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Of the 15 participants, 11 (73%) would recommend the iVR exergame to their friends. Conclusions: The results gained from this study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression levels among university students.
引用
收藏
页数:9
相关论文
共 65 条
  • [1] Perceived constraints on recreational sport participation: Investigating their relationship with intrinsic motivation, extrinsic motivation and amotivation
    Alexandris, K
    Tsorbatzoudis, C
    Grouios, G
    [J]. JOURNAL OF LEISURE RESEARCH, 2002, 34 (03) : 233 - 252
  • [2] Effects of Exergaming on Quality of Life in Cancer Patients
    Alves, Ricardo da Silva
    Iunes, Denise Hollanda
    de Carvalho, Jovana Maria
    Menezes, Flavia da Silva
    Silva, Andreia Maria
    Carvalho Borges, Juliana Bassalobre
    Carvalho, Leonardo Cesar
    [J]. GAMES FOR HEALTH JOURNAL, 2018, 7 (06) : 385 - 392
  • [3] Baghaei Nilufar, 2021, EICS '21: Companion of the 2021 SIGCHI Symposium on Engineering Interactive Computing Systems, P6, DOI 10.1145/3459926.3464761
  • [4] Individualised Virtual Reality for Supporting Depression: Feedback from Mental Health Professionals
    Baghaei, Nilufar
    Ahmadi, Atefeh
    Khaliq, Imran
    Liang, Hai-Ning
    [J]. 2021 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY ADJUNCT PROCEEDINGS (ISMAR-ADJUNCT 2021), 2021, : 63 - 67
  • [5] Virtual Reality for Supporting the Treatment of Depression and Anxiety: Scoping Review
    Baghaei, Nilufar
    Chitale, Vibhav
    Hlasnik, Andrej
    Stemmet, Lehan
    Liang, Hai-Ning
    Porter, Richard
    [J]. JMIR MENTAL HEALTH, 2021, 8 (09):
  • [6] Beck AS., 1996, BDI 2 MANUAL
  • [7] AN INVENTORY FOR MEASURING CLINICAL ANXIETY - PSYCHOMETRIC PROPERTIES
    BECK, AT
    BROWN, G
    EPSTEIN, N
    STEER, RA
    [J]. JOURNAL OF CONSULTING AND CLINICAL PSYCHOLOGY, 1988, 56 (06) : 893 - 897
  • [8] Brooke J., 1996, Usability Evaluation in Industry, V189, P4, DOI [DOI 10.1201/9781498710411-35, 10.1201/9781498710411-35]
  • [9] Physical and Psychosocial Effects of Wii Fit Exergames Use in Assisted Living Residents: A Pilot Study
    Chao, Ying-Yu
    Scherer, Yvonne K.
    Montgomery, Carolyn A.
    Wu, Yow-Wu
    Lucke, Kathleen T.
    [J]. CLINICAL NURSING RESEARCH, 2015, 24 (06) : 589 - 603
  • [10] The feasibility and effectiveness of high-intensity boxing training versus moderate-intensity brisk walking in adults with abdominal obesity: A pilot study
    Cheema B.S.
    Davies T.B.
    Stewart M.
    Papalia S.
    Atlantis E.
    [J]. BMC Sports Science, Medicine and Rehabilitation, 7 (1)