2018
DOI: 10.3390/sports6030071
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Affective and Attentional States When Running in a Virtual Reality Environment

Abstract: Engaging in physical exercise in a virtual reality (VR) environment has been reported to improve physical effort and affective states. However, these conclusions might be influenced by experimental design factors, such as comparing VR environments against a non-VR environment without actively controlling for the presence of visual input in non-VR conditions. The present study addressed this issue to examine affective and attentional states in a virtual running task. Participants (n = 40), completed a 21 min ru… Show more

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Cited by 28 publications
(32 citation statements)
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“…In a healthy population, Neumann and Moffitt (2018) found no difference in activation or valence (via the feeling scale and felt arousal scale) during treadmill running between groups receiving third person, computer-controlled agents ("other runners") or those receiving static, neutral images. Moreover, the VR "other runners" group actually reported greater negative affect subscale scores (via PAAS) than the neutral images group.…”
Section: Influence Of Virtual Avatars and Agents On Affect During Exementioning
confidence: 78%
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“…In a healthy population, Neumann and Moffitt (2018) found no difference in activation or valence (via the feeling scale and felt arousal scale) during treadmill running between groups receiving third person, computer-controlled agents ("other runners") or those receiving static, neutral images. Moreover, the VR "other runners" group actually reported greater negative affect subscale scores (via PAAS) than the neutral images group.…”
Section: Influence Of Virtual Avatars and Agents On Affect During Exementioning
confidence: 78%
“…No other motivation subscale differences were seen between groups. Last, Neumann and Moffitt (2018) found no differences in motivation during treadmill running between a condition involving thirdperson computer-controlled agents ("other runners" going both faster and slower than the participant) and presentation of static images (low arousal and neutral valence).…”
Section: Influence Of Virtual Avatars and Agents On Motivation Duringmentioning
confidence: 85%
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“…During these moments, the visual perception of the environment interferes with the imagination and emotions elicited by the story, either reinforcing or contrasting them. With respect to this, VR environments congruent with the activity performed have been shown to affect users' attention and performance differently from neutral images (Neumann & Moffitt, 2018;Schmidt et al, 2018). In other words, the VR space can function as a reading setting that isolates the reader from the distractions of the physical world (such as mobile phone notifications, people passing by, etc.…”
Section: Literature and Virtual Realitymentioning
confidence: 99%