RCTHumann = 30 (14 AVRG, 16 waitlist control)2026
The effect of active virtual reality gaming on physical activity behaviour and mental health in young men with mild to moderate depressive symptoms: a randomised controlled feasibility trial.
Plain-language summary
This study tested whether active virtual reality gaming (AVRG) could help young men with mild to moderate depression get more physical activity and improve their mental health. Researchers randomly assigned 30 inactive men aged 18-29 to either an 8-week AVRG program or a waitlist control group, tracking their activity levels and mental health scores. The AVRG group saw significant drops in depression and stress scores, with more gaming sessions linked to bigger improvements. Half the gaming group met national activity guidelines by the end, up from none at the start, suggesting VR workouts may be a viable option for this group.
Key findings
- AVRG was feasible and acceptable for young men with depression, with high recruitment and retention rates.
- Depression scores (PHQ-9) dropped significantly (mean difference -2.82) after the VR program.
- Stress scores (DASS-21) also fell (mean difference -3.56).
- More VR sessions strongly correlated with lower depression scores.
- Physical activity levels rose, with 50% meeting guidelines post-intervention.
How to analyze the study yourself
- Study type
- Randomized controlled trials directly compare interventions but small samples limit generalizability.
- Population
- Young men (18-29) with mild to moderate depressive symptoms who were physically inactive.
- Funding
- Not reported
- Watch for
- This study found that active VR gaming helped inactive young men with mild depression move more and feel better, with more sessions tied to greater mood gains. If you are struggling to start exercising, a VR workout may be worth trying as a engaging first step.