Non-immersive VR gaming showed no significant effects on sleep or sedentary time in children aged 5 to 9 years.
This prospective longitudinal study investigated the effects of non-immersive virtual reality gaming on sleep duration and sedentary behavior in children aged 5 to 9 years. The study enrolled 62 participants (29 girls) across five schools, comparing an intervention group engaging in VR gaming with a control group over an eight-week follow-up period. Data were collected using self-report instruments to assess changes in primary and secondary outcomes.
The primary outcome, sleep duration, showed no significant effects for group, time, or their interaction. Absolute numbers indicated a mean of 620 minutes for the control group versus 601 minutes for the virtual reality group. Statistical analysis yielded a group p-value of 0.173, a time p-value of 0.380, and an interaction p-value of 0.839. Similarly, secondary outcomes regarding sedentary behavior time demonstrated no significant effects. The control group averaged 340 minutes of sedentary time, while the virtual reality group averaged 390 minutes, with a group p-value of 0.070.
Safety and tolerability data were not reported in the study, and no adverse events, serious adverse events, or discontinuations were documented. Key limitations include the intervention dose, the sensitivity of the self-report instruments used for measurement, and the need for further studies utilizing larger samples and objective measures. Additionally, future research should explore interventions that promote healthier movement behaviors to better understand potential impacts on pediatric activity levels.
The absence of observed effects may be related to the specific intervention dose and the sensitivity of the measurement tools. Consequently, these results should not be overgeneralized to all forms of virtual reality gaming or different populations. Clinicians should interpret these findings with caution until larger, more robust studies provide clearer evidence on the relationship between non-immersive VR gaming and sleep or sedentary behaviors in children.