Effect of VR Exergaming on Emotional/Mood Response

Alexis Jones, Presley Osborn, Cing Siam, Andrew Li, Chloe Chan, Logan Marshall

Research output: Contribution to conferencePosterpeer-review

Abstract

As sedentary lifestyles, obesity, and physical inactivity are becoming more commonplace across the United States, new, innovative approaches to exercise are gaining ground. For example, virtual reality, a technology initially developed for visual simulations, has applications towards physical health. We explored the feasibility and adaptations of exercise through the use of Virtual Reality (VR) systems. VR exercise, also known as “exergaming”, has emerged as a promising tool to promote physical activity and mental wellbeing. In addition to the known benefits that stem from both traditional and VR methods of exercise, there is literature that indicates VR exercise supplies unique psychological and emotional benefits as well. The aim of this study was to analyze the outcome of emotional/mood responses from VR exercise. We used an experimental design, where participants responded to the PANAS (Positive and Negative Affect Schedule) test before and after a VR exercise session. Additionally, basic demographic data and a self-reported Rate of Perceived Exertion (RPE) scale was also recorded.
Original languageAmerican English
StatePublished - 18 Jul 2025
Event9th Biomedical-Neuroscience-Physiology Research Joint Meeting
Tulsa, Oklahoma, United State
- Northeastern State University - Broken Arrow, Broken Arrow, United States
Duration: 19 Jul 202519 Jul 2025

Conference

Conference9th Biomedical-Neuroscience-Physiology Research Joint Meeting
Tulsa, Oklahoma, United State
Country/TerritoryUnited States
CityBroken Arrow
Period19/07/2519/07/25

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