Have a personal or library account? Click to login
The Anticipated Acceptance of Virtual Reality for Physical Activity with Special Consideration of a Self-Built Low-Cost Setup Cover

The Anticipated Acceptance of Virtual Reality for Physical Activity with Special Consideration of a Self-Built Low-Cost Setup

Open Access
|Mar 2026

References

  1. Abbas, J. R., Gantwerker, E., Volk, M., Payton, T., McGrath, B. A., Tolley, N., Isba, R., & Bruce, I. A. (2024). Describing, evaluating, and exploring barriers to adoption of virtual reality: an international modified Delphi consensus study involving clinicians, educators, and industry professionals. Journal of Medical Extended Reality, 1(1), 202–214. https://doi.org/10.1089/jmxr.2024.0022
  2. Ali, A. L., & Fezari, M. (2025). Comparative study on Popular Virtual Reality Headsets. https://doi.org/10.13140/RG.2.2.28834.34248
  3. Awang, Z. (2012). A Handbook on SEM (Structural Equation Modeling). Using AMOS Graphic. UiTM Press.
  4. Bird, J. M., Karageorghis, C. I., Baker, S. J., Brookes, D. A. & Nowicky, A. V. (2021). Ready Exerciser One: Effects of music and virtual reality on cycle ergometer exercise. British Journal of Health Psychology, 26(1), 15–32. https://doi.org/10.1111/bjhp.12445
  5. Chang, C. Y., Kuo, H. C., & Du, Z. (2023). The role of digital literacy in augmented, virtual, and mixed reality in popular science education: a review study and an educational framework development. Virtual Reality, 27(3), 2461–2479. https://doi.org/10.1007/s10055-023-00817-9
  6. Chen, Y., Guan, B., Zhang, Y., Lee, S. C., Liu, J. Y., Li, S., Ming., L. Zhang, X., & Ming, W. K. (2025). Acceptability of and Willingness to Use Virtual Reality Exergames for Weight Loss Among Young Adults With Overweight or Obesity in China: Qualitative Study. JMIR Serious Games, 13(1). https://doi.org/10.2196/66998
  7. Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008
  8. Ding, D., Lawson, K. D., Kolbe-Alexander, T. L., Finkelstein, E. A., Katzmarzyk, P. T., van Mechelen, W., & Pratt M. (2016). The economic burden of physical inactivity: A global analysis of major non-communicable diseases. The Lancet. 1311–1324. https://doi.org/10.1016/S0140-6736(16)30383-X
  9. Exel, J., Weißensteiner, M., & Baca, A. (2023). Low-Cost Virtual Reality: A Promising Tool for Positive Mood States and Enjoyable Exercise in Healthy Individuals. International Symposium on Computer Science in Sport, 55–60. https://doi.org/10.1007/978-981-97-2898-5_6
  10. Gao, T., Rohm, A. J., Sultan, F., & Pagani, M. (2013). Consumers un-tethered: A three- market empirical study of consumers’ mobile marketing acceptance. Journal of Business Research, 66(12), 2536–2544. https://doi.org/10.1016/j.jbusres.2013.05.046
  11. Hair, J. F., Black, W., Babin, B., & Anderson, R. (2010). Multivariate data analysis: A global perspective.
  12. Hosseini, M., Thomas, R., Pilutti, L., Fallavollita, P., & Jutai, J. W. (2024). Acceptance of physical activity virtual reality games by residents of long-term care facilities: A qualitative study. Plos one, 19(6). https://doi.org/10.1371/journal.pone.0305865
  13. Huang, H.-C., Wong, M.-K., Lu, J., Huang, W.-F., & Teng, C.-I. (2017). Can using exergames improve physical fitness? A 12-week randomized controlled trial. Computers in Human Behavior, 70, 310–316. https://doi.org/10.1016/j.chb.2016.12.086
  14. Jo, H., & Park, D. H. (2023). Affordance, usefulness, enjoyment, and aesthetics in sustaining virtual reality engagement. Scientific Reports, 13(1), 15097. https://doi.org/10.1038/s41598-023-42113-1
  15. Langaro, D., Oliveira, P., & Correia Loureiro, S. M. (2022). Exploring a new form of interaction in the match day: Virtual reality technologies among fans of soccer. Journal of Promotion Management, 28(6), 729–748. https://doi.org/10.1080/10496491.2021.2015517
  16. Lee, I.-M., Shiroma, E. J., Lobelo, F., Puska, P., Blair, S. N., & Katzmarzyk, P. T. (2012). Effect of physical inactivity on major non-communicable diseases worldwide: An analysis of burden of disease and life expectancy. The Lancet, 380, 219–229. https://doi.org/10.1016/S0140-6736(12)61031-9
  17. Li, J., Ma, Q., Chan, A. H., & Man, S. S. (2019). Health monitoring through wearable technologies for older adults: Smart wearables acceptance model. Applied Ergonomics, 75, 162–169. https://doi.org/10.1016/j.apergo.2018.10.006
  18. Liu, W., McDonough, D. J., & Gao, Z. (2024). Comparing college students’ mood states among immersive virtual reality, non-immersive virtual reality, and traditional biking exercise. PloS one, 19(11). https://doi.org/10.1371/journal.pone.0311113
  19. Liu, W., Zeng, N., Pope, Z. C., McDonough, D. J., & Gao, Z. (2019). Acute Effects of Immersive Virtual Reality Exercise on Young Adults’ Situational Motivation. Journal of Clinical Medicine, 8(11). https://doi.org/10.3390/jcm8111947
  20. Manis, K. T. & Choi, D. (2019). The virtual reality hardware acceptance model (VR- HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware. Journal of Business Research, 100, 503–513. https://doi.org/10.1016/j.jbusres.2018.10.021
  21. Mascret, N., Montagne, G., Devrièse-Sence, A., Vu, A., & Kulpa, R. (2022). Acceptance by athletes of a virtual reality head-mounted display intended to enhance sport performance. Psychology of Sport and Exercise. https://doi.org/10.1016/j.psychsport.2022.102201
  22. McClure, C. & Schofield, D. (2019). Running virtual: The effect of virtual reality on exercise. Journal of Human Sport and Exercise, 15(4), 861–870. https://doi.org/10.14198/jhse.2020.154.13
  23. McGill, M., Boland, D., Murray-Smith, R., & Brewster, S. (2015). A dose of reality: Overcoming usability challenges in vr head-mounted displays. Proceedings of the 33rd annual ACM conference on human factors in computing systems, 2143–2152. https://doi.org/10.1145/2702123.27023
  24. Mehrabi, S., Muñoz, J. E., Basharat, A., Boger, J., Cao, S., Barnett-Cowan, M., & Middleton, L. E. (2022). Immersive virtual reality exergames to promote the well-being of community-dwelling older adults: Protocol for a mixed methods pilot study. JMIR Research Protocols, 11(6). https://doi.org/10.2196/32955
  25. Merola, P., Cardoso, M. B., Barreto, G., Chagas, M. C., Saunders, L. F. O., Saunders, B., & Berton, D. C. (2025). Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover Study. JMIR Serious Games, 13(1). https://doi.org/10.2196/63461
  26. Mikus, C., Oberlin, D., Libla, J., Taylor, A., Booth, F., & Thyfault, J. (2012). Lowering physical activity impairs glycemic control in healthy volunteers. Medicine & Science in Sports & Exercise, 44(2), 225–231. https://doi.org/10.1249/MSS.0b013e31822ac0c0
  27. Mouatt, B., Smith, A. E., Mellow, M. L., Parfitt, G., Smith, R. T., & Stanton, T. R. (2020). The use of virtual reality to influence motivation, affect, enjoyment, and engagement during exercise: A scoping review. Frontiers in Virtual Reality, 1, 564664. https://doi.org/10.3389/frvir.2020.564664
  28. Murray, E. G., Neumann, D. L., Moffitt, R. L., & Thomas, P. R. (2016). The effects of the presence of others during a rowing exercise in a virtual reality environment. Psychology of Sport and Exercise, 22, 328–336. https://doi.org/10.1016/j.psychsport.2015.09.007
  29. Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, Article 101860. https://doi.org/10.1016/j.cedpsych.2020.101860.
  30. Rebenitsch, L., & Owen, C. B. (2016). Review on cybersickness in applications and visual displays. Virtual Reality, 20(2), 101–125. https://doi.org/10.1007/s10055-016-0285
  31. Sarkar, U., Gourley, G. I., Lyles, C. R., Tieu, L., Clarity, C., Newmark, L., Rosas, L. G., & Brown, S. (2021). Barriers, facilitators, and interventions to support virtual reality readiness in safety-net health settings: A qualitative study. Journal of Medical Internet Research, 23(9). https://doi.org/10.2196/jmir.4847
  32. Schepers, J. & Wetzels, M. (2007). A meta-analysis of the technology acceptance model: Investigating subjective norm and moderation effects. Information and Management, 44(1), 90–103. https://doi.org/10.1016/j.im.2006.10.007
  33. Schreiter, M., Hennrich, J., Wolf, A. L., & Eymann, T. (2025). The Influence of Previous Experience on Virtual Reality Adoption in Medical Rehabilitation and Overcoming Knowledge Gaps Among Health Care Professionals: Qualitative Interview Study. Journal of Medical Internet Research, 27. https://doi.org/10.2196/62649
  34. Schumaker, R. E. & Lomax, R. G. (2016). A beginner’s Guide to Structural Equation Modeling. New York: Routledge.
  35. Sheeran, P., & Webb, T. L. (2016). The intention–behavior gap. Social and Personality Psychology Compass, 10(9), 503–518. https://doi.org/10.1111/spc3.12265
  36. Shepherd, J., Carter, L., Pepping, G. J., & Potter, L. E. (2018). Towards an Operational Framework for Designing Training Based Sports Virtual Reality Performance Simulators. MDPI AG Proceedings. https://doi.org/10.3390/proceedings2060214
  37. Strain, T., Flaxman, S., Guthold, R., Semenova, E., Cowan, M., Riley, L. M., Bull F. C., & Stevens, G. A. (2024). National, regional, and global trends in insufficient physical activity among adults from 2000 to 2022: a pooled analysis of 507 population-based surveys with 5· 7 million participants. The Lancet Global Health, 12(8). https://doi.org/10.1016/S2214-109X(24)00150-5
  38. Venkatesh, V., Thong, J. Y., & Xu, X. (2012). Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology. MIS quarterly, 157–178. https://doi.org/10.2307/41410412
  39. Vorwerg-Gall, S., Stamm, O., Perotti, L., & Müller-Werdan, U. (2024). Efficacy of a 6-week VR exergame for older adults with essential hypertension: a randomized controlled pilot trial. Virtual Reality, 29(1), 1. https://doi.org/10.1007/s10055-024-01073-1
Language: English
Page range: 33 - 49
Published on: Mar 5, 2026
In partnership with: Paradigm Publishing Services
Publication frequency: 2 issues per year

© 2026 Michael Weißensteiner, Juliana Exel, published by International Association of Computer Science in Sport
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.