Key result
In 12 participants, 10 minutes of VR exergaming enhanced mood scores but did not affect executive function compared to 2D exergaming or rest.
Why the study?
The impact of virtual reality exergaming on executive function has not been fully investigated, and associated intervention strategies have not yet been established.
Does 10 minutes of VR exergaming enhance mood and executive function in human participants?
RCT (n=12)
Does 10 minutes of VR exergaming enhance mood and executive function in human participants?
A 10-minute session of VR exergaming enhances mood but does not improve executive function, possibly due to increased cognitive demands and psychological fatigue.
Acute VR exergaming may boost mood without immediate executive gains; leaves open optimal dosing and content for cognitive benefits in trials.
BACKGROUND Virtual reality (VR) exergaming is a new intervention strategy to help humans engage in physical activity to enhance mood. VR exergaming may improve both mood and executive function by acting on the prefrontal cortex, expanding the potential benefits. However, the impact of VR exergaming on executive function has not been fully investigated, and associated intervention strategies have not yet been established. OBJECTIVE This study investigated the effects on mood and executive function of 10 minutes of VR exergaming. METHODS A total of 12 participants played an exergame, “FitXR” under three conditions: a virtual reality exergame (VR-EX) condition in which they played using a head-mounted display (HMD); playing the exergame in front of a flat display (2D-EX), and a resting condition in which they sat in a chair (RS). The color-word Stroop task (CWST), which assesses executive function, the short form of the Profile of Mood States second edition (POMS2) and the short form of the Two-Dimensional Mood Scale (TDMS), which assess mood, were administered before and after the exercise or rest conditions. RESULTS The VR-EX condition increased the POMS2 vigor-activity score, and the TDMS arousal and vitality scores, 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. This suggests that the exergaming effect 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 (cognitive fatigue) as an individual approaches the limits of available attentional capacity. Although VR exergaming has the potential to induce physical activity by enhancing mood, there is insufficient evidence on executive function effects. To further increase the value of VR exergaming, it is essential to further examine the combination of exercise and VR that enhances both brain function and mood.
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Ochi et al. (2022) reported an RCT. Virtual reality exergaming (FitXR using HMD) vs. 2D exergaming (flat display) and resting was evaluated on Mood (POMS2 and TDMS) and executive function (CWST). In 12 participants, 10 minutes of VR exergaming enhanced mood scores but did not affect executive function compared to 2D exergaming or rest.
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