Overview
The primary purpose of this investigation is to examine the effectiveness of virtual reality (VR) exercise (Supernatural exergaming via Meta Platforms Technologies, LLC) for improving mental health as indicated by (1) both short-term mood (one exercise bout) and long-term (10-weeks) mood (depression and anxiety symptoms), (2) well-being (i.e., vitality) over a 10-week period, and (3) perceived cognitive function over a 10-week period. The secondary purpose of this study is to examine the effectiveness of VR exercise for improving both physical activity behaviour and physical activity motivation (attitudes, capability, opportunity, behavioural regulation, habit, identity) over a 10-week period. The tertiary purpose is to examine whether key motivational variables (e.g., attitudes, capability, opportunity, behavioural regulation, habit, identity) regarding Supernatural use explain variability in Supernatural use over time.
Eligibility
Inclusion Criteria:
- Age 19-64
- Living in the Greater Victoria area
- Have a stable Wi-Fi connection at home
- Experience no health constraints that limit moderate-to-vigorous physical activity participation as identified by the Physical Activity Readiness Questionnaire (PARQ+).
- Currently participating in less than 75 minutes of vigorous physical activity per week (as per Canadian physical activity guidelines)
- Be willing to travel into the Behavioural Medicine Lab on the UVic campus
- Be the only member of their household to participate in the study, past or present
Exclusion Criteria:
- If participant is flagged by the PARQ+ and is not cleared to participate in physical activity by their physician they are ineligible to participate
- Does not meet any of the above inclusion criteria