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Background: Obesity is an important public health issue. Virtual reality provides an opportunity to increase benefits of traditional exercise programs with more immersive, interactive, and enjoyable experiences for weight control.
Objectives: This study aimed to explore the efficacy of virtual reality-enhanced exergames for obesity-related outcomes, including body weight, body mass index, body fat, and waist circumference.
Methods: Six electronic databases, including PubMed, Embase, Scopus, Web of Science, Medline, and CINAHL Plus, were searched for randomized controlled trials. A systematic review and meta-analysis were conducted using a random-effects model. In total, 12 qualified studies were selected for both qualitative and quantitative syntheses.
Results: Virtual reality-enhanced exergames exerted small significant effects on improving body weight, body mass index, and body fat percentage. Low heterogeneity and no significant publication bias were found among the studies.
Conclusions: Creating an immersive virtual world is an interesting and effective strategy for users to engage in physical activity. Virtual reality-enhanced exergames are recommended for weight control and obesity prevention across populations.
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http://dx.doi.org/10.1038/s41366-025-01782-w | DOI Listing |
Int J Obes (Lond)
September 2025
Mater Hospital, Brisbane, QLD, Australia.
Background: Obesity is an important public health issue. Virtual reality provides an opportunity to increase benefits of traditional exercise programs with more immersive, interactive, and enjoyable experiences for weight control.
Objectives: This study aimed to explore the efficacy of virtual reality-enhanced exergames for obesity-related outcomes, including body weight, body mass index, body fat, and waist circumference.
Sci Rep
August 2025
Department of Global Culture & Contents, Hankuk University of Foreign Studies, Seoul, Korea.
This study investigates how virtual reality (VR) technology shapes immersive experiences in museum environments. It aims to identify the critical factors that determine the quality and effectiveness of immersion and to explore whether overlooked peripheral elements-beyond core constructs such as the Technology Acceptance Model (TAM)-significantly influence user experience. To address these questions, a multi-dimensional, hierarchical indicator framework was developed, encompassing technical, behavioral, and cultural dimensions.
View Article and Find Full Text PDFBrain Sci
May 2025
Lab of Public Health, Department of Medicine, University of Patras, 26504 Patras, Greece.
Mild Cognitive Impairment (MCI) represents a clinical syndrome characterized by cognitive decline greater than expected for an individual's age and education level but not severe enough to significantly interfere with daily activities, with variable trajectories that may remain stable, progress to dementia, or occasionally revert to normal cognition. This systematic review examines neurotechnological approaches to cognitive rehabilitation in MCI populations, including neuromodulation, electroencephalography (EEG), virtual reality (VR), cognitive training, physical exercise, and artificial intelligence (AI) applications. A systematic review following PRISMA guidelines was conducted on 34 empirical studies published between 2014 and 2024.
View Article and Find Full Text PDFJ Orthop Surg Res
April 2025
Department of Medicine, SUNY Upstate Medical University Norton College of Medicine, Syracuse, NY, USA.
Orthopedic trauma remains a critical challenge in modern healthcare, often resulting in severe mobility limitations, acute pain, and delayed recovery. Conventional rehabilitation techniques, though effective, fail to address the individualized, high-precision interventions needed for musculoskeletal injuries like fractures, joint instability, ligament tears, and muscular atrophy. Virtual reality (VR) technologies, such as Apple Vision Pro and HTC Vive Pro, offer a transformative approach by enhancing diagnostic precision, rehabilitation effectiveness, and patient engagement through interactive, immersive environments that improve clinical outcomes.
View Article and Find Full Text PDFRes Child Adolesc Psychopathol
April 2025
Child and Adolescent Psychiatry & Psychosocial Care, Amsterdam UMC, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands.
Street Temptations is a virtual reality-enhanced training program developed as an add-on intervention for adolescents with disruptive behavior problems. Using mentalization as a primary treatment mechanism, the program aims to address cognitive distortions and increase motivation for behavior change. This study provides an initial evaluation of Street Temptations in a forensic youth care setting, utilizing both quantitative and qualitative data within an A-B-A' single-case experimental design.
View Article and Find Full Text PDF