Affective and Attentional States When Running in a Virtual Reality Environment

Engaging in physical exercise in a virtual reality (VR) environment has been reported to improve physical effort and affective states. However, these conclusions might be influenced by experimental design factors, such as comparing VR environments against a non-VR environment without actively contro...

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Main Authors: David L. Neumann, Robyn L. Moffitt
Format: Article
Language:English
Published: MDPI AG 2018-07-01
Series:Sports
Subjects:
Online Access:http://www.mdpi.com/2075-4663/6/3/71
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author David L. Neumann
Robyn L. Moffitt
author_facet David L. Neumann
Robyn L. Moffitt
author_sort David L. Neumann
collection DOAJ
description Engaging in physical exercise in a virtual reality (VR) environment has been reported to improve physical effort and affective states. However, these conclusions might be influenced by experimental design factors, such as comparing VR environments against a non-VR environment without actively controlling for the presence of visual input in non-VR conditions. The present study addressed this issue to examine affective and attentional states in a virtual running task. Participants (n = 40), completed a 21 min run on a treadmill at 70% of Vmax. One group of participants ran in a computer-generated VR environment that included other virtual runners while another group ran while viewing neutral images. Participants in both conditions showed a pattern of reduced positive affect and increased tension during the run with a return to high positive affect after the run. In the VR condition, higher levels of immersive tendencies and attention/absorption in the virtual environment were associated with more positive affect after the run. In addition, participants in the VR condition focused attention more on external task-relevant stimuli and less to internal states than participants in the neutral images condition. However, the neutral images condition produced less negative affect and more enjoyment after the run than the VR condition. The finding suggest that the effects of exercising in a VR environment will depend on individual difference factors (e.g., attention/absorption in the virtual world) but it may not always be better than distracting attention away from exercise-related cues.
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spelling doaj.art-27bf1e0af2ac4f3b97861dd29bc89eef2022-12-22T03:59:43ZengMDPI AGSports2075-46632018-07-01637110.3390/sports6030071sports6030071Affective and Attentional States When Running in a Virtual Reality EnvironmentDavid L. Neumann0Robyn L. Moffitt1School of Applied Psychology, Griffith University, Queensland 4222, AustraliaSchool of Applied Psychology, Griffith University, Queensland 4222, AustraliaEngaging in physical exercise in a virtual reality (VR) environment has been reported to improve physical effort and affective states. However, these conclusions might be influenced by experimental design factors, such as comparing VR environments against a non-VR environment without actively controlling for the presence of visual input in non-VR conditions. The present study addressed this issue to examine affective and attentional states in a virtual running task. Participants (n = 40), completed a 21 min run on a treadmill at 70% of Vmax. One group of participants ran in a computer-generated VR environment that included other virtual runners while another group ran while viewing neutral images. Participants in both conditions showed a pattern of reduced positive affect and increased tension during the run with a return to high positive affect after the run. In the VR condition, higher levels of immersive tendencies and attention/absorption in the virtual environment were associated with more positive affect after the run. In addition, participants in the VR condition focused attention more on external task-relevant stimuli and less to internal states than participants in the neutral images condition. However, the neutral images condition produced less negative affect and more enjoyment after the run than the VR condition. The finding suggest that the effects of exercising in a VR environment will depend on individual difference factors (e.g., attention/absorption in the virtual world) but it may not always be better than distracting attention away from exercise-related cues.http://www.mdpi.com/2075-4663/6/3/71virtual realityexercisephysical activitysportaffectattention
spellingShingle David L. Neumann
Robyn L. Moffitt
Affective and Attentional States When Running in a Virtual Reality Environment
Sports
virtual reality
exercise
physical activity
sport
affect
attention
title Affective and Attentional States When Running in a Virtual Reality Environment
title_full Affective and Attentional States When Running in a Virtual Reality Environment
title_fullStr Affective and Attentional States When Running in a Virtual Reality Environment
title_full_unstemmed Affective and Attentional States When Running in a Virtual Reality Environment
title_short Affective and Attentional States When Running in a Virtual Reality Environment
title_sort affective and attentional states when running in a virtual reality environment
topic virtual reality
exercise
physical activity
sport
affect
attention
url http://www.mdpi.com/2075-4663/6/3/71
work_keys_str_mv AT davidlneumann affectiveandattentionalstateswhenrunninginavirtualrealityenvironment
AT robynlmoffitt affectiveandattentionalstateswhenrunninginavirtualrealityenvironment