To examine how playing exergames impacts the mood states of university students and staff, and whether such an impact depends on gender and players' previous exercise time. This study was designed as a randomized controlled trial. It enrolled 337 participants and randomly assigned them to an intervention group (n = 168) or a control group (n = 167). A 2-week exergame program was designed for the participants in the intervention group. They were required to play exergames for 30 consecutive minutes each week for 2 weeks and respond to the items measuring vigor, happiness, and perceived stress. All measures were administered before and after the study. Repeated measures analysis of variances were conducted. Playing exergames enhanced vigor and happiness for participants in the intervention group. This group exhibited more positive change in vigor and happiness than the control group. This effect of playing exergames was not moderated by gender, age, occupation (student or staff), or previous exercise time. Playing exergames may induce positive mood states among university students and staff.
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http://dx.doi.org/10.1089/cyber.2016.0322 | DOI Listing |
MethodsX
June 2025
Graduate Program in Human Aging, Institute of Health, University of Passo Fundo (UPF), Passo Fundo, RS, Brazil.
Exergames, which blend physical activity with digital gaming, are increasingly recognized for their potential to boost user engagement in exercise. The user perception of these games plays a critical role in sustaining this engagement. Therefore, understanding and effectively assessing user experience (UX) in exergames is crucial to maximizing their appeal and effectiveness.
View Article and Find Full Text PDFJMIR Res Protoc
January 2025
School of Advanced Science and Technology, Japan Advanced Institute of Science and Technology, Nomi, Japan.
Background: The worldwide rise in the prevalence of noncommunicable diseases has increased the recognition of the need to identify modifiable risk factors for preventing and managing these diseases. The office worker, as a representative group of physically inactive workers, is exposed to risk factors for metabolic syndrome, which is a primary driver of noncommunicable diseases. The use of virtual reality (VR) exergames may offer a potential solution to the problem of increasing noncommunicable disease prevalence, as it can help individuals increase their physical activity levels while providing a more immersive experience.
View Article and Find Full Text PDFEur J Sport Sci
February 2025
Ph.D. Program in Biomedical Engineering, College of Medicine, Kaohsiung Medical University, Kaohsiung, Taiwan.
Exergame has become widely popular and offers great levels of cognitive demands, thus may facilitate cognitive benefits. In addition, researchers have proposed that cardiac autonomic function, assessed via heart rate variability (HRV), is associated with cognitive executive function. However, few exergame training studies have investigated this relationship.
View Article and Find Full Text PDFDigit Health
January 2025
Division of Rheumatology, Department of Medicine (DMED), ASUFC, University of Udine, Udine, Italy.
Background: Immersive Virtual Reality (VR) has been applied in pain management for various conditions, but its use in fibromyalgia (FM) remains underexplored. While physical activity plays a role in treating FM, patients' low tolerance often limits its effectiveness. After reviewing the literature on VR and games for FM, we designed a novel VR exergame to assist FM patients in performing physical activity, and evaluate its feasibility.
View Article and Find Full Text PDFRev Gaucha Enferm
January 2025
RISE - Rede de Investigação em Saúde. Porto, Portugal.
Objective: To map the literature on the use of exergames in the rehabilitation of school-age children with brain tumors, in any context.
Method: Scoping review protocol developed using the recommendations of the Joanna Briggs Institute. The search will include aggregators, databases, indexes, repositories, and research browsers, without limitation as to the year of publication.
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