Please use this identifier to cite or link to this item:
Full metadata record
DC FieldValueLanguage
dc.contributor.advisorKarageorghis, CI-
dc.contributor.advisorNowicky, AV-
dc.contributor.authorBird, Jonathan M.-
dc.descriptionThis thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University Londonen_US
dc.description.abstractThe present programme of research sought to examine the effects of audio-visual stimuli during exercise, using immersive, commercially available technologies. Three original studies were conducted using a range of settings (i.e., real-world, laboratory), methodologies (i.e., qualitative and quantitative), exercise modalities (i.e., gym workouts, cycle ergometry) and consumer products (e.g., music-video channels, virtual reality head-mounted displays) in order to explore the main research question from various perspectives. A substantive theory was proposed in Study 1 that sought to explain and predict the social process of exercising in the presence of a music-video channel. The model provides support for a three-stage process that commences with the content of the music-video channel. The second stage depicts a series of moderators that revolve around the core category, appraisal of appropriateness. Lastly, a range of effects pertaining to exercisers and facility staff are predicted. Study 2 sought to examine the influence of a range of audio-visual stimuli on cycle ergometer exercise at the ventilatory threshold. The findings indicated that a 360-degree video with music condition elicited the most positive affective valence, greatest perceived activation, most dissociative thoughts, and highest ratings of perceived enjoyment. Study 3 sought to veer towards greater ecological validity with the inclusion of a commercially available virtual reality-enabled cycle ergometer. The findings demonstrated the efficacy of such technology, as conditions that entailed virtual reality elicited the most positive affective valence, highest perceived activation, largest number of dissociative thoughts, and greatest perceived enjoyment. Taken holistically, the present body of work demonstrates that audio-visual stimuli can serve as a catalyst for several affective, cognitive, and behavioural effects across various exercise modes and intensities. Researchers are beginning to recognise the importance of affective responses in shaping future exercise behaviours. The addition of audio-visual stimuli within the exercise environment represents a cost-effective and easily implementable intervention that might encourage individuals to partake in regular exercise.en_US
dc.publisherBrunel University Londonen_US
dc.subjectExercise psychologyen_US
dc.subjectvirtual realityen_US
dc.titleReady exerciser one: examining the efficacy of immersive technologies in the exercise domainen_US
Appears in Collections:Sport
Dept of Life Sciences Theses

Files in This Item:
File Description SizeFormat 
FulltextThesis.pdf18.6 MBAdobe PDFView/Open

Items in BURA are protected by copyright, with all rights reserved, unless otherwise indicated.