Published on in Vol 22, No 10 (2020): October

This is a member publication of University of South Australia, JUS, Adelaide, Australia

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/19840, first published .
Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects

Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects

Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects

Journals

  1. Rutkowski S, Adamczyk M, Pastuła A, Gos E, Luque-Moreno C, Rutkowska A. Training Using a Commercial Immersive Virtual Reality System on Hand–Eye Coordination and Reaction Time in Young Musicians: A Pilot Study. International Journal of Environmental Research and Public Health 2021;18(3):1297 View
  2. . Exergaming May Have Unwanted Side Effects. Lippincott's Bone and Joint Newsletter 2021;27(5):55 View
  3. Piech J, Czernicki K. Virtual Reality Rehabilitation and Exergames—Physical and Psychological Impact on Fall Prevention among the Elderly—A Literature Review. Applied Sciences 2021;11(9):4098 View
  4. Souchet A, Philippe S, Lévêque A, Ober F, Leroy L. Short- and long-term learning of job interview with a serious game in virtual reality: influence of eyestrain, stereoscopy, and apparatus. Virtual Reality 2022;26(2):583 View
  5. Souchet A, Philippe S, Lourdeaux D, Leroy L. Measuring Visual Fatigue and Cognitive Load via Eye Tracking while Learning with Virtual Reality Head-Mounted Displays: A Review. International Journal of Human–Computer Interaction 2022;38(9):801 View
  6. Ciążyńska J, Janowski M, Maciaszek J. Effects of a Modern Virtual Reality 3D Head-Mounted Display Exergame on Simulator Sickness and Immersion Under Specific Conditions in Young Women and Men: Experimental Study. JMIR Serious Games 2022;10(4):e41234 View
  7. Born F, Rygula A, Masuch M. Motivating Players to Perform an Optional Strenuous Activity in a Virtual Reality Exergame Using Virtual Performance Augmentation. Proceedings of the ACM on Human-Computer Interaction 2021;5(CHI PLAY):1 View
  8. Clark R, Szpak A, Michalski S, Loetscher T. Rest Intervals during Virtual Reality Gaming Augments Standing Postural Sway Disturbance. Sensors 2021;21(20):6817 View
  9. García-Muñoz C, Casuso-Holgado M, Hernández-Rodríguez J, Pinero-Pinto E, Palomo-Carrión R, Cortés-Vega M. Feasibility and safety of an immersive virtual reality-based vestibular rehabilitation programme in people with multiple sclerosis experiencing vestibular impairment: a protocol for a pilot randomised controlled trial. BMJ Open 2021;11(11):e051478 View
  10. Moura Neto E, Fonseca B, Rocha D, Souza L, Abdalla D, Viana D, Luvizutto G. Additional acute effects of virtual reality head-mounted displays on balance outcomes in non-disabled individuals: a proof-of-concept study. Motriz: Revista de Educação Física 2022;28 View
  11. García-Muñoz C, Cortés-Vega M, Hernández-Rodríguez J, Fernández-Seguín L, Escobio-Prieto I, Casuso-Holgado M. Immersive Virtual Reality and Vestibular Rehabilitation in Multiple Sclerosis: Case Report. JMIR Serious Games 2022;10(1):e31020 View
  12. Dincelli E, Yayla A. Immersive virtual reality in the age of the Metaverse: A hybrid-narrative review based on the technology affordance perspective. The Journal of Strategic Information Systems 2022;31(2):101717 View
  13. Ochi G, Kuwamizu R, Fujimoto T, Ikarashi K, Yamashiro K, Sato D. The Effects of Acute Virtual Reality Exergaming on Mood and Executive Function: Exploratory Crossover Trial. JMIR Serious Games 2022;10(3):e38200 View
  14. Vlahovic S, Suznjevic M, Skorin-Kapov L. A survey of challenges and methods for Quality of Experience assessment of interactive VR applications. Journal on Multimodal User Interfaces 2022;16(3):257 View
  15. Pawassar C, Tiberius V. Virtual Reality in Health Care: Bibliometric Analysis. JMIR Serious Games 2021;9(4):e32721 View
  16. Agbangla N, Séba M, Bunlon F. SnacktivityTM, Giant Games and Immersive Virtual Reality Exercises: A Rapid Narrative Review of These New Physical Activity Practices among Older People Living in Nursing Homes and Long-Term Care Facilities. Healthcare 2022;10(10):1897 View
  17. Vlahovic S, Suznjevic M, Skorin-Kapov L. A Framework for the Classification and Evaluation of Game Mechanics for Virtual Reality Games. Electronics 2022;11(18):2946 View
  18. Tammy Lin J, Wu D, Bowman N. Beat Saber as Virtual Reality Exercising in 360 Degrees: A Moderated Mediation Model of VR Playable Angles on Physiological and Psychological Outcomes. Media Psychology 2023;26(4):414 View
  19. Souchet A, Lourdeaux D, Pagani A, Rebenitsch L. A narrative review of immersive virtual reality’s ergonomics and risks at the workplace: cybersickness, visual fatigue, muscular fatigue, acute stress, and mental overload. Virtual Reality 2023;27(1):19 View
  20. Ramadhana A.B. R, Chen H. A Commercial off-the-Shelf Immersive virtual reality game: its Effect on Engineering Students. Education and Information Technologies 2023;28(9):12319 View
  21. Michalski S, Gallomarino N, Szpak A, May K, Lee G, Ellison C, Loetscher T. Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention. Virtual Reality 2023;27(4):3521 View
  22. Chung W, Barnett-Cowan M. Sensory reweighting: a common mechanism for subjective visual vertical and cybersickness susceptibility. Virtual Reality 2023;27(3):2029 View
  23. Fan L, Wang J, Li Q, Song Z, Dong J, Bao F, Wang X. Eye movement characteristics and visual fatigue assessment of virtual reality games with different interaction modes. Frontiers in Neuroscience 2023;17 View
  24. Lundin R, Yeap Y, Menkes D. Adverse Effects of Virtual and Augmented Reality Interventions in Psychiatry: Systematic Review. JMIR Mental Health 2023;10:e43240 View
  25. van der Laag Yamu C. Virtual Reality Methods. A Guide for Researchers in the Social Sciences and Humanities. PhilJones and TessOsborne with CallaSullivan‐Drage, NatashaKeen and EleanorGadsby, Bristol, 2022: Bristol University Press, Policy Press, 158 pp., ISBN 978‐1‐4473‐6075‐9 hardcover, 978‐1‐4473‐6077‐3 ePdf, 978‐1‐4473‐6076‐6 ePub.. Tijdschrift voor Economische en Sociale Geografie 2023;114(3):267 View
  26. Kazemi R, Lee S. Human Factors/Ergonomics (HFE) Evaluation in the Virtual Reality Environment: A Systematic Review. International Journal of Human–Computer Interaction 2024;40(17):4533 View
  27. Lysenko G, Shchegolev A, Bogomolov B, Meshakov D. Complications associated with the use of virtual reality therapy during the treatment of postoperative pain. Messenger of ANESTHESIOLOGY AND RESUSCITATION 2023;20(3):38 View
  28. Souchet A, Lourdeaux D, Burkhardt J, Hancock P. Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review. Frontiers in Psychology 2023;14 View
  29. Polupanova M. VR Traffic Dataset on Broad Range of End-User Activities. Data 2023;8(8):132 View
  30. GomezRomero-Borquez J, Del Puerto-Flores J, Del-Valle-Soto C. Mapping EEG Alpha Activity: Assessing Concentration Levels during Player Experience in Virtual Reality Video Games. Future Internet 2023;15(8):264 View
  31. Rutkowski S, Jakóbczyk A, Abrahamek K, Nowakowska A, Nowak M, Liska D, Batalik L, Colombo V, Sacco M. Training using a commercial immersive virtual reality system on hand–eye coordination and reaction time in students: a randomized controlled trial. Virtual Reality 2024;28(1) View
  32. Leal-Vega L, Piñero D, Molina-Martín A, Hernández-Rodríguez C, Cuadrado-Asensio R, Martín-Gutiérrez A, Arenillas Lara J, Coco Martín M. Pilot Study Assessing the Safety and Acceptance of a Novel Virtual Reality System to Improve Visual Function. Seminars in Ophthalmology 2024;39(5):394 View
  33. Herath H, Mittal M, Kataria A. Navigating the metaverse: A technical review of emerging virtual worlds. WIREs Data Mining and Knowledge Discovery 2024;14(4) View
  34. Vlahovic S, Skorin-Kapov L, Suznjevic M, Pavlin-Bernardic N. Not just cybersickness: short-term effects of popular VR game mechanics on physical discomfort and reaction time. Virtual Reality 2024;28(2) View
  35. Pesek M, Hirci N, Žnideršič K, Marolt M. Enhancing music rhythmic perception and performance with a VR game. Virtual Reality 2024;28(2) View
  36. Flôres F, Silva A, Willig R, Reyes A, Serpa J, Marconcin P, Vieira F, Soares D, Casanova N. Exergames as an Effective Alternative to Real Environmental Tennis Training for Adolescents. Sports 2024;12(6):168 View
  37. Gómez-Patiño A, Piñero D, Molina-Martín A. Impact of Immersive Virtual Reality on the Binocular and Accommodative Function: A Systematic Review About Literature and Its Current Limitations. Seminars in Ophthalmology 2024;39(6):429 View
  38. Godfrey C, Oody J, Conger S, Steeves J. Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8–12. Games for Health Journal 2025;14(1):42 View
  39. Stammler B, Lambert M, Schuster T, Flammer K, Karnath H. Using augmented reality to assess spatial neglect: The Free Exploration Test (FET). Journal of the International Neuropsychological Society 2024;30(7):635 View
  40. Karaosmanoglu S, Wegner M, Cmentowski S, Steinicke F. Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  41. Lachowicz M, Serweta-Pawlik A, Konopka-Lachowicz A, Jamro D, Żurek G. Amplifying Cognitive Functions in Amateur Esports Athletes: The Impact of Short-Term Virtual Reality Training on Reaction Time, Motor Time, and Eye–Hand Coordination. Brain Sciences 2024;14(11):1104 View
  42. Papaefthymiou S, Giannakopoulos A, Roussos P, Kourtesis P. Mitigating Cybersickness in Virtual Reality: Impact of Eye–Hand Coordination Tasks, Immersion, and Gaming Skills. Virtual Worlds 2024;3(4):506 View
  43. Sumarokova A, Alksnis R, Rappo D, Panke K, Krumina G, Pladere T. Individual Variations in Vergence and Accommodation Responses Following Virtual Reality Gameplay. Vision 2024;8(4):69 View
  44. Moeinzadeh A, Calder A, Petersen C, Hoermann S. Views of people with MS regarding VR-exergaming to improve physical function and cognition: a qualitative study. Disability and Rehabilitation 2025;47(20):5348 View
  45. Webb J, McKenzie S, Doss R, Gorur R, Pye G, Yeoh W. A user-centric taxonomy of cyber harm in the metaverse. International Journal of Law, Crime and Justice 2025;81:100734 View
  46. Panke K, Karelska E, Alksnis R, Krumina G, Pladere T. Vision functionality and user comfort following the use of binocular indirect ophthalmoscope simulator. Clinical and Experimental Optometry 2025;108(3):327 View
  47. Kataoka M, Sugiyama K, Iwata A, Higuchi Y, Saga R, Takahashi S, Ikebuchi M, Nakamura H, Sozen H. Is Boccia XR an enjoyable and effective rehabilitation exercise for older adults?. PLOS ONE 2025;20(4):e0320369 View
  48. Lemmens J, Clark F, Lyu X, Taylor A. Time flies when you're having flow: An experiment on time perception and challenge in a VR game. Computers in Human Behavior Reports 2025;18:100664 View
  49. Lachowicz M, Serweta-Pawlik A, Konopka-Lachowicz A, Jamro D, Żurek G. How Does Virtual Reality Training Affect Reaction Time and Eye–Hand Coordination? The Impact of Short- and Long-Term Interventions on Cognitive Functions in Amateur Esports Athletes. Applied Sciences 2025;15(8):4346 View
  50. Irminanda K, Xiong S. Ergonomic Risks in Immersive Virtual Reality Gaming for Entertainment: A Literature Synthesis. International Journal of Human–Computer Interaction 2025:1 View
  51. Ng A, Inagaki M, Antinucci R, Sockalingam S, Abdool P. Determining the severity and prevalence of cybersickness in virtual reality simulations in psychiatry. Advances in Simulation 2025;10(1) View
  52. Collet A, Drouot S, Nemmi F, Aujeu E, Buratto F, Bach C. Effects of a VR-based procedure trainer on vision and cybersickness in senior airline pilots. Cognition, Technology & Work 2025;27(4):713 View
  53. Chen Y, Zi H, Zhong J, Zhang C, Dong M, Yuan J, Zhang M. Effect and Sensitivity Analysis of VR Gaming on Human Contact Force Perception. IEEE Transactions on Human-Machine Systems 2025;55(4):629 View
  54. Nishiwaki H, Levack W, Hasegawa T, Noma H, Ota E, Suzuki T, Watanabe Y, Tashiro N, Han Y, Li D, Kelly T. Virtual reality-related exercise for people with chronic kidney disease undergoing haemodialysis. Cochrane Database of Systematic Reviews 2025;2025(8) View
  55. Müller J, Spilski J, Lachmann T. Gamified Physical Activity App for Students at Universities: Results of Five Development Loops MHCI013. Proceedings of the ACM on Human-Computer Interaction 2025;9(5):1 View

Books/Policy Documents

  1. Stamm O, Vorwerg S. Virtual, Augmented and Mixed Reality. View
  2. Yap W, Foo S, Wong C. 2nd International Conference on Creative Multimedia 2022 (ICCM 2022). View
  3. Abdullayeva A, Panke K, Pladere T. 19th Nordic-Baltic Conference on Biomedical Engineering and Medical Physics. View
  4. Lachowicz M, Serweta-Pawlik A, Jamro D, Żurek G. Virtual Reality and Mixed Reality. View
  5. . Virtual Reality Technology. View

Conference Proceedings

  1. Kim Y, Choi S. 2021 IEEE Conference on Games (CoG). Vision-based beatmap extraction in rhythm game toward platform-aware note generation View
  2. Szpak A, Richards A, Michalski S, Loetscher T. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). Getting the Most out of Virtual Reality: Evaluating Short Breaks to Reduce Cybersickness and Cognitive Aftereffects View
  3. Zizlane K, Alksnis R, Pladere T, Lee J, Wang Q, Yoon T. Advances in Display Technologies XIII. Prevalence of oculomotor changes following the near work in stereoscopic augmented reality View
  4. Cmentowski S, Karaosmanoglu S, Nacke L, Steinicke F, Krüger J. Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame View
  5. Vlahovic S, Skorin-Kapov L, Car Z. 2023 15th International Conference on Quality of Multimedia Experience (QoMEX). An Initiative Toward an Enhanced Industry-Reported Comfort, Accessibility, and Safety Rating System for VR Applications View
  6. Laato S, Rauti S, Espeseth A, Söbke H, Hamari J, Buruk O. 2023 IEEE International Symposium on Multimedia (ISM). Composing Music Through Tile-based Games View
  7. Hedlund M, Bogdan C, Meixner G, Matviienko A. Extended Abstracts of the CHI Conference on Human Factors in Computing Systems. Rowing Beyond: A Demonstration of Steering Methods for Rowing-based Locomotion in Virtual Environments View
  8. Karaosmanoglu S, Cmentowski S, Nacke L, Steinicke F. Proceedings of the CHI Conference on Human Factors in Computing Systems. Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape View
  9. Hedlund M, Bogdan C, Meixner G, Matviienko A. Proceedings of the CHI Conference on Human Factors in Computing Systems. Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments View
  10. Zielasko D, Rehling B, Clement D, Domes G. 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). Carry-Over Effects Ruin Your (Cybersickness) Experiments and Balancing Conditions Is Not a Solution View
  11. Han R, Lee B, Towey D, Yao Y, Pike M. 2024 IEEE 48th Annual Computers, Software, and Applications Conference (COMPSAC). Exploring Emotional Responses with Dynamic Difficulty Adjustment Adaptation in Immersive Virtual Reality Exergaming View
  12. Kumar Yekollu R, Bhimraj Ghuge T, Biradar S, Haldikar S, Mohideen Abdul Kader O. 2024 8th International Conference on I-SMAC (IoT in Social, Mobile, Analytics and Cloud) (I-SMAC). Securing the Virtual Realm: Strategies for Cybersecurity in Augmented Reality (AR) and Virtual Reality (VR) Applications View
  13. Lim A, Chia W, Huang H, Ng J. 2024 IEEE 12th Conference on Systems, Process & Control (ICSPC). Explore the Feasibility of Integrating EEG Neurofeedback in VR Exercise Gaming for Perceived Physical Exertion Study and Classification using Machine Learning View
  14. Xu Y. Proceedings of the 36th Australasian Conference on Human-Computer Interaction. Breaking Human Boundaries: VR Embodiment of Self-reflection in K-pop Choreography View