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Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes

Overview
Specialty Endocrinology
Date 2011 Apr 30
PMID 21527091
Citations 17
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Abstract

The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity.

Citing Articles

Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis.

Yao W, Han Y, Yang L, Chen Y, Yan S, Cheng Y JMIR Serious Games. 2024; 12:e43574.

PMID: 38345856 PMC: 10897792. DOI: 10.2196/43574.


Effect of virtual reality-based exercise and physical exercise on adolescents with overweight and obesity: study protocol for a randomised controlled trial.

Wu Q, Han R, Li Z, Huang X, Cheng D, Ni J BMJ Open. 2023; 13(10):e075332.

PMID: 37821136 PMC: 10582966. DOI: 10.1136/bmjopen-2023-075332.


Eating Behavior and Satiety With Virtual Reality Meals Compared With Real Meals: Randomized Crossover Study.

Glympi A, Odegi D, Zandian M, Sodersten P, Bergh C, Langlet B JMIR Serious Games. 2023; 11:e44348.

PMID: 37561558 PMC: 10450530. DOI: 10.2196/44348.


Effects of Active Video Games in Patients With Cancer: Systematic Review.

Peyrachon R, Rebillard A JMIR Cancer. 2023; 9:e45037.

PMID: 37234028 PMC: 10257106. DOI: 10.2196/45037.


Comparison between Standard Expository Cognitive Behavioral Therapy (CBT-E) and Immersive Virtual Reality CBT (CBT-VR) for Rehabilitation of Patients Affected by Occupational Stress Disorders: Study Protocol.

Buselli R, Corsi M, Veltri A, Marino R, Caldi F, Del Guerra P Int J Environ Res Public Health. 2023; 20(9).

PMID: 37174252 PMC: 10178175. DOI: 10.3390/ijerph20095735.


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