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Acute Effects of Immersive Virtual Reality Exercise on Young Adults’ Situational Motivation

机译:沉浸式虚拟现实运动对年轻人情境动机的急性影响

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摘要

The development of innovative technology, such as virtual reality (VR), has provided opportunities for promoting physical activity (PA) in a fun and engaging manner. The purpose of this study was to examine differences in young adults’ situational motivation (SM) among immersive VR, non-immersive VR, and traditional stationary cycling sessions. In all, 49 healthy college students (35 females; M = 23.6 years, SD = 3.4; M = 24.0%, SD = 7.5) completed three separate 20 min cycling sessions: (1) immersive VR cycling; (2) non-immersive VR cycling; and (3) traditional cycling. Participants’ SM was assessed via the situational motivation scale, which included four subconstructs: intrinsic motivation, identified regulation, external regulation, and amotivation. Repeated measures ANOVAs indicated significant differences for situational motivation between cycling sessions ( (2, 96) = 4.74–53.04, < 0.01, = 0.090–0.525). Specifically, participants elicited the highest level of intrinsic motivation in immersive VR cycling compared to the other two sessions. Moreover, participants in both immersive VR and traditional cycling showed greater identified regulation than the non-immersive VR session. Furthermore, participants showed greater external regulation compared to the immersive VR session. In addition, greater amotivation was observed in non-immersive VR compared to the immersive VR session. Findings suggested that immersive VR exercise has the potential to be an attractive exercise alternative, possibly promoting greater PA participation and adherence among young adults.
机译:虚拟现实(VR)等创新技术的发展为以有趣和引人入胜的方式促进体育锻炼(PA)提供了机会。这项研究的目的是研究沉浸式VR,非沉浸式VR和传统的固定自行车会话之间年轻人的情境动机(SM)的差异。总共有49名健康的大学生(35名女性; M = 23.6岁,SD = 3.4; M = 24.0%,SD = 7.5)完成了三个单独的20分钟骑行课程:(1)沉浸式VR骑行; (2)非沉浸式VR骑行; (3)传统自行车。通过情境动机量表对参与者的SM进行评估,该量表包括四个子结构:内在动机,确定的规则,外部规则和动机。重复测量的方差分析表明两次骑车之间的情景动机存在显着差异((2,96)= 4.74–53.04,<0.01,= 0.090–0.525)。具体而言,与其他两个会话相比,参与者在沉浸式VR循环中激发了最高水平的内在动机。此外,沉浸式VR和传统骑行的参与者都比非沉浸式VR参与者表现出更大的确定性调节。此外,与沉浸式VR会话相比,参与者表现出更大的外部调节。此外,与沉浸式VR会话相比,非沉浸式VR的动机更大。研究结果表明,身临其境的VR锻炼有可能成为有吸引力的锻炼替代方法,可能促进年轻人对PA的更多参与和坚持。

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