Acceptability, feasibility, and initial efficacy of virtual reality as a home-based exercise modality for young adults

Abstract Exercise is a powerful tool for supporting physical and mental health, yet many people do not meet recommended levels of engagement. Virtual reality (VR) offers an immersive platform to make enjoyable and interactive exercise available in the home. However, there is a need to understand the acceptability, feasibility, and initial efficacy of engaging in VR exercise across extended durations within different real-world settings. In this mixed-methods study, 20 young adult participants (male = 10, female = 10), completed an eight-week VR exercise programme that included four weeks of autonomous training at home and a matched four weeks of organized sessions in a counterbalanced crossover design. To establish initial efficacy, measures of psychological and physical well-being were taken before, at the mid-point, and post VR exercise. To assess acceptability and feasibility, adherence was measured throughout, and ten participants completed follow-up interviews about their experiences. Results showed higher session completion rates in organised sessions (79%) compared to at home (51%) and likely positive effects on physical fitness and psychological wellbeing early in the intervention. Gamification and immersion were discussed as key positives for engagement, with space identified as a key barrier for use at home. In conclusion, VR may offer an alternative gateway into exercise that is feasible and acceptable for use in the home and organised exercise settings.

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Publication Details

Journal
Virtual Reality
Published
2025-12-08
DOI
https://doi.org/10.1007/s10055-025-01270-6
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.94
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Acceptability, feasibility, and initial efficacy of virtual reality as a home-based exercise modality for young adults

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Acceptability, feasibility, and initial efficacy of virtual reality as a home-based exercise modality for young adults

Brendon Stubbs, Sean G. Figgins, Lucia Valmaggia, Oliver R. Runswick, Richard Bruce, Megan Smith, Simran Chahal, Harry Rowland, Lakshmi Mahendru
article en
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Abstract

Abstract Exercise is a powerful tool for supporting physical and mental health, yet many people do not meet recommended levels of engagement. Virtual reality (VR) offers an immersive platform to make enjoyable and interactive exercise available in the home. However, there is a need to understand the acceptability, feasibility, and initial efficacy of engaging in VR exercise across extended durations within different real-world settings. In this mixed-methods study, 20 young adult participants (male = 10, female = 10), completed an eight-week VR exercise programme that included four weeks of autonomous training at home and a matched four weeks of organized sessions in a counterbalanced crossover design. To establish initial efficacy, measures of psychological and physical well-being were taken before, at the mid-point, and post VR exercise. To assess acceptability and feasibility, adherence was measured throughout, and ten participants completed follow-up interviews about their experiences. Results showed higher session completion rates in organised sessions (79%) compared to at home (51%) and likely positive effects on physical fitness and psychological wellbeing early in the intervention. Gamification and immersion were discussed as key positives for engagement, with space identified as a key barrier for use at home. In conclusion, VR may offer an alternative gateway into exercise that is feasible and acceptable for use in the home and organised exercise settings.

Virtual RealityVol. 30(1)
University of Vienna (AT), University of Sussex (GB), The University of Melbourne (AU), King's College London (GB), Orygen Youth Health (AU), KU Leuven (BE)
Openalex Percentile: Top 10%
Virtual Reality Applications and Impacts
1.94
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