The effect of active virtual reality gaming on physical activity behaviour and mental health in young men with mild to moderate depressive symptoms: a randomised controlled feasibility trial
Fiona Hargraves, Joseph Firth, Emma George, Freya MacMillan, Sandra Garrido, Kerry A. Sherman, Allie Eathorne, Mike Armour

TL;DR
A study found that active virtual reality gaming can boost physical activity and improve mental health in young men with mild to moderate depression.
Contribution
This is the first feasibility trial showing that home-based active virtual reality gaming increases physical activity and reduces depressive symptoms in young men.
Findings
High recruitment and retention rates were achieved in the trial.
Participants showed significant reductions in depression and stress scores.
Physical activity levels increased, with half meeting national guidelines by the end of the trial.
Abstract
Physical activity (PA) benefits mental health, yet uptake and adherence are challenging, particularly for those affected by depression. Active virtual reality gaming (AVRG) may provide an engaging route to increase PA. To investigate the feasibility and acceptability of AVRG for increasing PA engagement and adherence in young men, and to explore effects on mental-health–related outcomes. In a randomised controlled feasibility trial (n = 30), physically inactive males aged 18–29, reporting mild to moderate depressive symptoms were allocated to Active AVRG (n = 14) or Waitlist (WL) control (n = 16). The intervention ran for 8 weeks with a 4-week post-trial follow-up. Exploratory analysis of secondary outcomes compared pre- and post-AVRG scores using paired t-test (normal), or Wilcoxon Signed-Rank test (non-normal); correlations used Pearson’s or Spearman’s coefficients. Both the…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Digital Mental Health Interventions · Impact of Technology on Adolescents
