作者: Brendan Mouatt , Ashleigh E. Smith , Maddison L. Mellow , Gaynor Parfitt , Ross T. Smith
DOI: 10.3389/FRVIR.2020.564664
关键词:
摘要: Many adults are physically inactive. While the reasons complex, inactivity is, in part, influenced by presence of negative feelings and low enjoyment during exercise. virtual reality (VR) has been proposed as a way to improve engagement with exercise (e.g., choosing undertake exercise), how VR is currently used influence experiences largely unknown. Here we aimed summarise existing literature evaluating use motivation, affect, enjoyment, A Population (clinical, healthy), Concept (the extent nature research about exercise, including underpinning theories), Context (any setting, demographic, social context) framework was used. systematic search Medline, Scopus, Embase, PsycINFO, Google Scholar completed two independent reviewers. Of 970 studies identified, 25 unique were included (n=994 participants), most (68%) influences on healthy populations (n=8 clinical populations). Two strategies prominent – immersion avatars agents/trainers. All but one agents/trainers, suggesting that know little Generally, highly immersive had more beneficial effects than or without VR. The interaction between strategy specific outcome appeared important avatars/agents influential positively changing motivation whereas exercise). Presently, knowledge base insufficient provide definitive recommendations for target outcomes, particularly given numerous null findings. Regardless, these preliminary findings support idea may via multiple mechanistic pathways. Understanding underlying mechanisms be heighten targeted outcomes Future requires purposeful integration exercise-relevant theories into investigation, careful consideration definitions (including delineation agents), software possibilities, nuanced extension populations.