Comparison of the Effectiveness of Traditional and Virtual Reality-Based Physical Activity Classes

Abstract

In recent years, there has been a growing interest in active virtual reality games for increasing physical activity. Current U.S. physical activity guidelines recommend at least 150–300 min/week of moderate-intensity or 75–150 min/week of vigorous-intensity aerobic physical activity, yet few individuals meet this guideline. While lack of time has been cited as a common barrier to exercise, lack of motivation and enjoyment may also contribute to physical inactivity. Given the prevalence of video game use in younger generations, gamified exercise may be a reasonable alternative to traditional exercise training. A review of current research findings is presented as well as a discussion of future research comparing virtual reality-based, online video delivery, and traditional in-person physical activity classes on effectiveness and motivation for college students to engage in physical activity.

Presenters

Renee Harrington
Assistant Teaching Professor, Health and Exercise Studies, NC State University, North Carolina, United States

Details

Presentation Type

Paper Presentation in a Themed Session

Theme

Sport and Health

KEYWORDS

VIRTUAL REALITY, PHYSICAL ACTIVITY

Digital Media

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