Open Access
ARTICLE
Acute Effects of Virtual Reality Exercise on Young Adults’ Blood Pressure and Feelings
Pablo Saiz-Gonzalez1,2, Daniel J. McDonough3, Wenxi Liu4, Zan Gao1,*
1
School of Kinesiology, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA
2
Faculty of Teacher Training and Education, University of Oviedo, Asturias, 33001, Spain
3
School of Public Health, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA
4
Department of Physical Education, Shanghai Jiao Tong University, Shanghai, 200240, China
* Corresponding Author: Zan Gao. Email:
International Journal of Mental Health Promotion 2023, 25(5), 711-719. https://doi.org/10.32604/ijmhp.2023.027530
Received 03 November 2022; Accepted 18 November 2022; Issue published 28 April 2023
Abstract
Virtual reality (VR) seems to have the potential to provide opportunities to promote physical activity (PA) in a fun
way. This paper aimed to examine the acute effects of three different virtual reality-based exercise bikes on young
adults’ blood pressure (BP) and feelings compared to a traditional exercise cycling session. Four exercise sessions
(immersive VR cycling, two non-immersive VR cycling, and traditional cycling) were completed by 36 young
adults (22 females; M
age = 23.6 years). BP was measured immediately before and after each session using a BP
cuff and exercise-induced feelings were assessed via an established survey immediately after each session. Participants’ previous experience with VR was used as the covariate in the ANCOVA with repeated measures. Significant main effects were observed across cycling sessions for systolic blood pressure [F (2, 29) = 3.04,
p = 0.02, η
2=
0.38)] and feelings [F (3, 32) = 7.74,
p < 0.01, η
2 = .42]. In particular, immersive VR and traditional cycling significantly increased systolic blood pressure compared to the two non-immersive VR sessions. Moreover, immersive
VR significantly increased feelings compared to the two non-immersive VR sessions, whereas these two nonimmersive VR exercises had significantly greater increased feelings compared to traditional cycling, respectively.
Findings suggest immersive VR-based exercise cycling may lead to higher exercise intensities compared to nonimmersive VR cycling. Further, immersive VR cycling yielded higher feelings compared to non-immersive VR
and traditional cycling. Thus, immersive VR-based exercise can be a fun and physically active health promotion
tool among young adults.
Keywords
Cite This Article
Saiz-Gonzalez, P., McDonough, D. J., Liu, W., Gao, Z. (2023). Acute Effects of Virtual Reality Exercise on Young Adults’ Blood Pressure and Feelings.
International Journal of Mental Health Promotion, 25(5), 711–719.