(1) Background: Interactive VR (virtual reality) environments (i.e., using three-dimensional graphics presented with a head-mounted display) have recently become a popular professional tool for the treatment of patients with eating disorders (EDs). However, there are no published review reports that have analyzed the original papers between 2015 and 2021, which additionally focused only on HMD (head-mounted display) 3DVR (three-dimensional virtual reality) exposure and included only three therapeutic categories for ED patients. (2) Methods: The EbscoHost and Scopus databases were searched to identify relevant papers on VR research employing VR in the assessment and treatment of eating disorders. (3) Results: In addition to the known therapeutic divisions for ED, there are new forms of therapy based on 360 cameras, eye-tracking, and remote therapy. (4) Conclusions: The potential of VR in combination with different therapies may offer an alternative for future research. More rigorous testing, especially in terms of larger sample sizes, the inclusion of control groups or multisessions, and follow-up measures, is still needed. The current state of research highlights the importance of the nature and content of VR interventions for ED patients. Future research should look to incorporate more home-based and remote forms of VR tools.
Background Many young adults do not reach the World Health Organization’s minimum recommendations for the amount of weekly physical activity. The virtual reality 3D head-mounted display (VR 3D HMD) exergame is a technology that is more immersive than a typical exercise session. Our study considers gender differences in the experience of using VR games for increasing physical activity. Objective The aim of this study was to examine the differences in the effects of VR 3D HMD gaming in terms of immersion, simulator sickness, heart rate, breathing rate, and energy expenditure during two 30-minute sessions of playing an exergame of increasing intensity on males and females. Methods To examine the effects of the VR 3D HMD exergame, we experimented with 45 participants (23 males and 22 females) exercising with VR 3D HMD Oculus Quest 1, hand controllers, and Zephyr BioHarness 3.0. Players exercised according to the Audio Trip exergame. We evaluated the immersion levels and monitored the average heart rate, maximum heart rate, average breathing rate, maximum breathing rate, and energy expenditure in addition to simulator sickness during two 30-minute exergame sessions of increasing intensity. Results Audio Trip was well-tolerated, as there were no dropouts due to simulator sickness. Significant differences between genders were observed in the simulator sickness questionnaire for nausea (F2,86=0.80; P=.046), oculomotor disorders (F2,86=2.37; P=.010), disorientation (F2,86=0.92; P=.040), and total of all these symptoms (F2,86=3.33; P=.04). The measurements after the first 30-minute VR 3D HMD exergame session for all the participants showed no significant change compared to the measurements before the first 30-minute exergame session according to the total score. There were no gender differences in the immersion (F1,43=0.02; P=.90), but the measurements after the second 30-minute exergame session showed an increase in the average points for immersion in women and men. The increase in the level of immersion in the female group was higher than that in the male group. A significant difference between genders was observed in the average breathing rate (F2,86=1.44; P=.04), maximum breathing rate (F2,86=1.15; P=.047), and energy expenditure (F2,86=10.51; P=.001) measurements. No gender differences were observed in the average heart rate and maximum heart rate measurements in the two 30-minute sessions. Conclusions Our 30-minute VR 3D HMD exergame session does not cause simulator sickness and is a very immersive type of exercise for men and women users. This exergame allows reaching the minimum recommendations for the amount of weekly physical activity for adults. The second exergame session resulted in simulator sickness in both groups, more noticeably in women, as reflected in the responses in the simulator sickness questionnaire. The gender differences observed in the breathing rates and energy expenditure measurements can be helpful when programming VR exergame intensity in future research.
BACKGROUND An interactive VR (virtual reality) environment (i.e. uses three-dimensional graphics presented with a head-mounted display) has recently become a popular serious tool for the treatment of patients with Eating Disorders (ED). However, there are no published review reports that have analyzed the original papers between 2015 and 2021, which additionally focused only on HMD 3DVR exposure. OBJECTIVE The review was registered on PROSPERO webpage, which is an International prospective register of systematic reviews. The number of register is CRD42021272378. We used PRISMA Preferred Reporting Items for Systematic review and Meta-Analyses to identify and analyze the scientific literature on VR research in Eating Disorders, revealing the study objectives, design, diagnostic, sample size, control group (if any), session procedures, methods, intervention and outcomes. We further aimed to capture and describe the methods most commonly used of Virtual reality-based therapy for Eating Disorders patients like Binge Eating Disorder (BED) or Anorexia Nervosa (AN) or Bulimia Nervosa (BN) or Other Specific Feeding Disorder (OSFED), according to Diagnostic and Statistical Manual of Mental Disorders (DSM 3,4,5). METHODS The EbscoHost electronic database was searched to identify relevant papers on VR research to identify studies employing VR in the assessment and treatment of Eating Disorders. The following search terms were used: virtual reality AND treatment or therapy or program or intervention AND eating disorders NOT review or meta-analysis. RESULTS The analysis was based on data from 180 papers and only 15 were selected. Our review demonstrated that VR exposure therapy is effective in provoking realistic reactions to stimuli environment like a usually treatment sometimes even better than the non-immersive world. There are several options for treating EDs, although the review described shows that there are many possible combinations and new alternatives. Reviewed papers showed their potential utility in reducing for example binge eating and increasing justification for change, improving self-esteem, correct body view disturbances. CONCLUSIONS The studies presented in this review suggest that VR-based exposure therapy in ED can be considered a promising addition to treatment as usual therapy or as a self-sufficient therapy. Moreover, the potential of VR in combination with different therapies may offer an alternative for future research. More rigorous testing, especially in terms of larger sample sizes, the inclusion of control groups or multi sessions, and follow-up measures, is still needed. Virtual environments that promote positive stimuli combined with ED knowledge could prove to be a valuable tool for patients with AN, BN, BD, BED, BID, etc. The current state of research highlights the importance of the nature and content of VR interventions for EDs patients. The future research should look to incorporate more home-based forms of VR tools. Searching for studies based on HMD 3DVR exposure was laborious and this proves the lack of many studies on this subject.
(1) Background: Many young adults spend their time playing games and watching television. This type of spending time should be used effectively, so it’s worth adding exercise and immersion to them. Bearing in mind that the video games and physical exercise also improve postural stability, motor time (MT) and reaction time (RT), it is worth reaching for new technologies with immersion that are widely available and can be used, for example, as a remote intervention. This study aimed to compare the effects of a low vs. high-immersive exercise environment on postural stability, RT and MT in young adults. (2) Methods: Ninety-three participants were randomly divided into a control group (CG; n = 48) and experimental group (EG; n = 45). The CG exercised according to the Tabata self-made video display on a television set, and the EG exercised according to the Audio Trip exergame. In addition to the postural stability, RT and MT, we monitored the heart rate, breath rate and energy expenditure for safety reasons and to note any differences. (3) Results: Significant differences were observed for both groups in RT (F(2.182) = 3.14, p = 0.046, η2 = 0.03) and MT (F(2.182) = 3.07, p = 0.049, η2 = 0.03) and in postural stability in eyes closed (EC): F(2.182) = 3.66, p = 0.028, η2 = 0.04 and eyes open in one leg (EO-OL): F(2.182) = 5.814, p = 0.04, η2 = 0.07. (4) Conclusions: The inclusion of a higher immersion produces greater improvements in RT, MT. Additionally, after a low-immersive exercise environment, participants have higher center of pressure (COP) path length values with EC and EO-OL tests, which testifies to less postural stability. Regarding COP trajectory, a smaller area surface means better performance for high-immersive participants after 30 min of exercise.
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