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      Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study

      research-article
      , BSc, MSc, PhD 1 , , BA, PhD 2 , , , BSc, PhD 3 , 4 , , BSc 2 , , BSc 2 , , BSc 2 , , BSc 2
      (Reviewer), (Reviewer)
      JMIR Serious Games
      JMIR Publications
      university students, depression, anxiety, stress, immersive virtual reality, exergame

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          Abstract

          Background

          In recent years, there has been an increase in the number of students with depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and well-being is exergaming. The effects and acceptability of exergames have been studied widely but mostly with older adults. The feasibility and usability of exergames among university students, especially those of immersive virtual reality (iVR) exergames, remain unexplored.

          Objective

          This study aimed to explore the feasibility of a 6-week iVR exergame–based intervention in reducing anxiety, depression, and perceived stress among university students and to examine the usability and acceptability of such games.

          Methods

          A total of 31 university students were recruited to participate in a 6-week study in which they needed to play a boxing-style iVR exergame called FitXR (FitXR Limited) twice per week (30 minutes per session). Their anxiety (Beck Anxiety Inventory), depression (Beck Depression Inventory-II), and perceived stress (Perceived Stress Scale) levels were measured before and after intervention.

          Results

          A total of 15 participants completed the 6-week study. Our results suggested that participants’ mean depression scores decreased significantly from 8.33 (SD 5.98) to 5.40 (SD 5.14) after the intervention ( P=.01). In addition, most participants (14/15, 93%) believed that the iVR exergame has good usability. Furthermore, most participants (14/15, 93%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Of the 15 participants, 11 (73%) would recommend the iVR exergame to their friends.

          Conclusions

          The results gained from this study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression levels among university students.

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          Most cited references67

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          • Abstract: not found
          • Article: not found

          A Global Measure of Perceived Stress

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            An inventory for measuring clinical anxiety: psychometric properties.

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              Revision of the Physical Activity Readiness Questionnaire (PAR-Q).

              The original Physical Activity Readiness Questionnaire (PAR-Q) offers a safe preliminary screening of candidates for exercise testing and prescription, but it screens out what seems an excessive proportion of apparently healthy older adults. To reduce unnecessary exclusions, an expert committee established by Fitness Canada has now revised the questionnaire wording. The present study compares responses to the original and the revised PAR-Q questionnaire in 399 men and women attending 40 accredited fitness testing centres across Canada. The number of subjects screened out by the revised test decreased significantly (p < .05), from 68 to 48 of the 399 subjects. The change reflects in part the inclusion of individuals who had made an erroneous positive response to the original question regarding high blood pressure. There is no simple gold standard to provide an objective evaluation of the sensitivity and specificity of either questionnaire format, but the revised wording has apparently had the intended effect of reducing positive responses, particularly to the question regarding an elevation of blood pressure.

                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications (Toronto, Canada )
                2291-9279
                Oct-Dec 2021
                22 November 2021
                : 9
                : 4
                : e29330
                Affiliations
                [1 ] Digital Media Technology Lab School of Computing and Digital Technology Birmingham City University Birmingham United Kingdom
                [2 ] Department of Computing School of Advanced Technology Xi'an Jiaotong-Liverpool University Suzhou China
                [3 ] School of Natural and Computational Sciences Massey University Auckland New Zealand
                [4 ] School of Information Technology and Electrical Engineering University of Queensland Brisbane Australia
                Author notes
                Corresponding Author: Hai-Ning Liang haining.liang@ 123456xjtlu.edu.cn
                Author information
                https://orcid.org/0000-0001-7227-7437
                https://orcid.org/0000-0003-3600-8955
                https://orcid.org/0000-0003-1776-7075
                https://orcid.org/0000-0001-9563-3289
                https://orcid.org/0000-0001-5362-3162
                https://orcid.org/0000-0003-2516-0126
                https://orcid.org/0000-0002-2481-8531
                Article
                v9i4e29330
                10.2196/29330
                8663481
                34813487
                e13b8bf7-e75b-4a38-afdf-e257285ac5e8
                ©Wenge Xu, Hai-Ning Liang, Nilufar Baghaei, Xiaoyue Ma, Kangyou Yu, Xuanru Meng, Shaoyue Wen. Originally published in JMIR Serious Games (https://games.jmir.org), 22.11.2021.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.

                History
                : 2 April 2021
                : 14 May 2021
                : 7 July 2021
                : 25 August 2021
                Categories
                Original Paper
                Original Paper

                university students,depression,anxiety,stress,immersive virtual reality,exergame

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