Effects of virtual Reality-Based Training and aerobic training on gaming disorder, physical activity, physical fitness, and anxiety: A randomized, controlled trial

dc.contributor.authorMaden, Çağtay
dc.contributor.authorBayramlar, Kezban
dc.contributor.authorArıcak, Osman T.
dc.contributor.authorYağlı, Naciye Vardar
dc.contributor.institutionauthorMaden, Çağtay
dc.contributor.institutionauthorBayramlar, Kezban
dc.contributor.institutionauthorArıcak, Osman T.
dc.date.accessioned2022-12-26T12:33:33Z
dc.date.available2022-12-26T12:33:33Z
dc.date.issued2022en_US
dc.departmentHKÜ, Sağlık Bilimleri Fakültesi, Fizyoterapi ve Rehabilitasyon Bölümüen_US
dc.description.abstractBackground and aim: The effects of physical activity and exercise on gaming disorder severity in individuals with gaming disorder are unknown. The present study aimed to address the empirical gap in the current literature by comparing the effects of virtual reality-based training (VRT) and aerobic training (AT) exercise programs on gaming disorder severity, physical activity, physical fitness, and anxiety versus control group. Materials and methods: Forty-four young male adults (18–28 years) with gaming disorder and a sedentary lifestyle were included in the study. The primary outcomes of the study were changes in gaming disorder severity and physical activity, and secondary outcomes included changes in physical fitness and anxiety levels. The participants were randomly assigned to VRT (n = 15), AT (n = 14) and control (n = 15) groups. Training sessions were performed at 50–70% of the maximal heart rate. Exercise programs consisted of 6 weeks of training 3 times a week for 30 min. Results: There was a decrease in the severity of gaming disorder as well as an increase in the level of physical activity in the VRT and AT exercise groups compared to the control group. In addition, a reduction was observed in the gaming time and sedentary time in both exercise groups versus control group. VRT group experienced greater improvements in physical fitness parameters than the AT group. Conclusion: VRT and AT were effective in reducing gaming time and the severity of gaming disorder in individuals with gaming disorder. The therapeutic effects of VRT and AT can be used for reducing the severity of gaming disorder. © 2022 Elsevier Ltden_US
dc.identifier.citationMaden, Ç., Bayramlar, K., Arıcak, O. T., Yağlı, N. V. (2022). Effects of virtual Reality-Based Training and aerobic training on gaming disorder, physical activity, physical fitness, and anxiety: A randomized, controlled trial. Mental Health and Physical Activity: Cilt, 23, s. 1-8.en_US
dc.identifier.doi10.1016/j.mhpa.2022.100465
dc.identifier.endpage8en_US
dc.identifier.issn17552966
dc.identifier.orcid0000-0003-4444-5717en_US
dc.identifier.orcid0000-0001-8598-5539en_US
dc.identifier.scopus2-s2.0-85134489422
dc.identifier.scopusqualityQ2
dc.identifier.startpage1en_US
dc.identifier.urihttps://hdl.handle.net/20.500.11782/3029
dc.identifier.urihttps://doi.org/10.1016/j.mhpa.2022.100465
dc.identifier.volume23en_US
dc.identifier.wosWOS:000835725300001
dc.identifier.wosqualityQ2
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherElsevier Ltden_US
dc.relation.ispartofMental Health and Physical Activity
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectaerobic exerciseen_US
dc.subjectanxietyen_US
dc.subjectexergameen_US
dc.subjectgaming disorderen_US
dc.subjectphysical activityen_US
dc.subjectphysical fitnessen_US
dc.titleEffects of virtual Reality-Based Training and aerobic training on gaming disorder, physical activity, physical fitness, and anxiety: A randomized, controlled trial
dc.typeArticle

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