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 HarringtonAssistant Teaching Professor, Health and Exercise Studies, NC State University, North Carolina, United States
Details
Presentation Type
Paper Presentation in a Themed Session
Theme
KEYWORDS
VIRTUAL REALITY, PHYSICAL ACTIVITY
Digital Media
This presenter hasn’t added media.
Request media and follow this presentation.