The Relationship Between Gender And Adolescents’ Perceptions Of A Virtual Reality-based Physical Activity Experience

Video games are often associated with sedentary behavior. However, new virtual reality (VR) applications have emerged that promote physical activity (PA), with evidence indicating enhanced engagement through immersive environments and interactive elements. Preliminary evidence indicates that younger students may show more enthusiasm for VR-based PA experiences, and males may display higher engagement due to a stronger interest in technology-driven activities. However, there is limited understanding in gender-specific perceptions to VR-based experiences in a school setting to promote PA. PURPOSE: To assess high school students' perceptions after a VR-based PA experience by gender. METHODS: 672 high school students [15.3 ± 1.2 y; White (61%), Other (39%)] completed a school-based VR-based PA experience (Fig. 1) followed by an electronic questionnaire about VR experience and interest. Independent t-test was used to evaluate age differences between genders. Chi-square analyses were used to compare responses to dichotomous outcomes (yes/no) between genders. Statistical tests were established a priori at p < .05. RESULTS: There was no significant difference in age between males (n = 363) and females (n = 309; p = .81). Males reported greater prior VR experience (x2(1,672) = 7.1, p = .008), greater likelihood to play active VR games on their own (x2(1,672) = 15.1, p < .001), and felt their VR experience could help improve their reaction time in sports than females (x2 (1,672) = 6.3, p = .01). CONCLUSIONS: Males with prior VR experience showed higher overall interest in VR-based PA than females. To improve interest among females, VR-based experiences could be tailored to align with adolescent females’ interests. Future work could investigate barriers to female engagement as well as explore how other demographic factors, such as age, race, and socioeconomic status, may affect perceptions to a VR-based PA experience in a school setting.

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Publication Details

Journal
Medicine & Science in Sports & Exercise
Published
2025-09-16
DOI
https://doi.org/10.1249/01.mss.0001156392.84144.49
Primary Topic
Educational Games and Gamification
Type
article
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article

The Relationship Between Gender And Adolescents’ Perceptions Of A Virtual Reality-based Physical Activity Experience

Gregory D. Myer, Christopher D. Riehm, Jed A. Diekfuss, Brittany Nelson et al.
Medicine & Science in Sports & Exercise
Educational Games and Gamification
article

The Relationship Between Gender And Adolescents’ Perceptions Of A Virtual Reality-based Physical Activity Experience

Gregory D. Myer, Christopher D. Riehm, Jed A. Diekfuss, Brittany Nelson, Kim D. Barber Foss, April L. McPherson, Katja Stahl, Charles W. Darracott
article en

Abstract

Video games are often associated with sedentary behavior. However, new virtual reality (VR) applications have emerged that promote physical activity (PA), with evidence indicating enhanced engagement through immersive environments and interactive elements. Preliminary evidence indicates that younger students may show more enthusiasm for VR-based PA experiences, and males may display higher engagement due to a stronger interest in technology-driven activities. However, there is limited understanding in gender-specific perceptions to VR-based experiences in a school setting to promote PA. PURPOSE: To assess high school students' perceptions after a VR-based PA experience by gender. METHODS: 672 high school students [15.3 ± 1.2 y; White (61%), Other (39%)] completed a school-based VR-based PA experience (Fig. 1) followed by an electronic questionnaire about VR experience and interest. Independent t-test was used to evaluate age differences between genders. Chi-square analyses were used to compare responses to dichotomous outcomes (yes/no) between genders. Statistical tests were established a priori at p < .05. RESULTS: There was no significant difference in age between males (n = 363) and females (n = 309; p = .81). Males reported greater prior VR experience (x2(1,672) = 7.1, p = .008), greater likelihood to play active VR games on their own (x2(1,672) = 15.1, p < .001), and felt their VR experience could help improve their reaction time in sports than females (x2 (1,672) = 6.3, p = .01). CONCLUSIONS: Males with prior VR experience showed higher overall interest in VR-based PA than females. To improve interest among females, VR-based experiences could be tailored to align with adolescent females’ interests. Future work could investigate barriers to female engagement as well as explore how other demographic factors, such as age, race, and socioeconomic status, may affect perceptions to a VR-based PA experience in a school setting.

Medicine & Science in Sports & ExerciseVol. 57(10S)
Empowerment Program (US)
Openalex Percentile: Top 73%
Educational Games and Gamification
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