This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness.Ī total of 36 participants played an exergame, called Beat Saber, using an HMD. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake. Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Virtual reality (VR) exergaming has the potential to target sedentary behavior.
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