2020
DOI: 10.3389/frvir.2020.564664
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The Use of Virtual Reality to Influence Motivation, Affect, Enjoyment, and Engagement During Exercise: A Scoping Review

Abstract: Many adults are physically inactive. While the reasons are complex, inactivity is, in part, influenced by the presence of negative feelings and low enjoyment during exercise. While virtual reality (VR) has been proposed as a way to improve engagement with exercise (e.g., choosing to undertake exercise), how VR is currently used to influence experiences during exercise is largely unknown. Here we aimed to summarize the existing literature evaluating the use of VR to influence motivation, affect, enjoyment, and … Show more

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Cited by 90 publications
(60 citation statements)
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References 77 publications
(169 reference statements)
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“…Despite these encouraging results about the acceptance, usability, interest/enjoyment and intention for future use, there are some limitations. Since the VRADA system has been tested for one session, long-term interventions have to be tested to examine if this way of training will remain enjoyable and interesting, as well as the training effect [ 22 , 70 ]. Moreover, future research could include assessments of exercise intensity using this application.…”
Section: Discussionmentioning
confidence: 99%
“…Despite these encouraging results about the acceptance, usability, interest/enjoyment and intention for future use, there are some limitations. Since the VRADA system has been tested for one session, long-term interventions have to be tested to examine if this way of training will remain enjoyable and interesting, as well as the training effect [ 22 , 70 ]. Moreover, future research could include assessments of exercise intensity using this application.…”
Section: Discussionmentioning
confidence: 99%
“…Moreover, the indirect effects of the use of VR environments may be influential as indicated in previous studies suggesting the positive effects of VR intervention on participants in terms of increasing engagement and motivation (Makransky et al, 2019;Mouatt et al, 2020), enhancing ecological validity (Bauer & Andringa, 2020), improving embodied cognition (Peeters & Segundo-Ortin, 2019), and stimulating multisensory integration for learning (Bauer & Andringa, 2020). It is evident that the VR-based intervention showed a powerful real-life impact and a good stability of results over time, similar to that of the classical evidence-based treatments (Morina et al, 2015;Opri et al, 2012).…”
Section: Discussionmentioning
confidence: 94%
“…Unlike traditional BA treatments, the main novelty relies on the use of VR. First, the use of VR has been shown to increase patients’ engagement and motivation towards a treatment which, in turn, might enhance its effectiveness and reduce dropout rates [ 64 , 65 ]. Even though we did not collect any acceptability data regarding the proposed intervention, no dropout was observed throughout the study.…”
Section: Discussionmentioning
confidence: 99%