As virtual reality (VR) and digital health technologies become more widespread, innovative strategies are needed to counteract the rise in sedentary behavior. This study examines the impact of exercise-based VR with varying cognitive demands on physical activity enjoyment and acute cardiovascular responses in young adults, with a particular focus on individual differences in habitual physical activity. College students (ages 18–25) were randomly assigned to one of two 60-minute VR exercise conditions: Low Load ( n = 25) or High Load ( n = 25). To preserve ecological validity, participants engaged with experimentally modified versions of a commercially available VR exergame for acute aerobic training. Key outcomes included self-reported enjoyment of physical activity, frequency of physical activity, and engagement in heart rate zones. Results showed that participants in the High Load condition experienced greater increases in enjoyment from pre- to post-exercise compared to those in the Low Load condition. Notably, sedentary individuals in the High Load group reported the greatest increases in physical activity enjoyment, suggesting that cognitive engagement may enhance exercise appeal for less active populations. All participants, regardless of condition, reached target cardiovascular intensity zones. These findings highlight the potential of cognitively demanding VR to promote physical activity engagement among sedentary young adults. By integrating cognitive stimulation into immersive exercise environments, VR technologies may serve as scalable, accessible tools for behavioral change. This study contributes to a growing body of research on the psychophysiological mechanisms of VR and underscores the importance of individual differences in designing effective digital health interventions.
Brand et al. (Wed,) studied this question.