Progress in Rehabilitation Medicine
Online ISSN : 2432-1354
ISSN-L : 2432-1354
Strategies to Promote Physical Activity among Sedentary Metaverse Residents
Ryo MomosakiKazuma ToraYuka ShiraiHiroki Funao
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JOURNAL OPEN ACCESS FULL-TEXT HTML

2024 Volume 9 Article ID: 20240038

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With recent advances in extended/cross reality and computer technology, we can now spend long hours playing games and hosting events in virtual spaces such as the metaverse. With increased metaverse use, some metaverse platforms now have 50 to 200 million users worldwide.1,2) The metaverse is not just a virtual space but an ecosystem with a community of residents who continuously log in and live there.3) Based on a recent large-scale quantitative survey targeting metaverse users, the “Social VR Lifestyle Survey 2023”4) conducted by Nem × Mila, approximately half the users of VRChat, the most representative metaverse platform, log in almost every day, spend more than 3 h per day while logged in, and have total playtimes of over 1000 h. As “metaverse residents,” who spend long periods in the metaverse, have emerged, the problem of the ensuing loss of exercise has also emerged simultaneously. Long periods of online game play, including in the metaverse, are associated with prolonged sedentary time and reduced cardiorespiratory fitness,5) leading to increased risk of reduced physical function in metaverse residents.6) A survey of an academic congress we hosted in the metaverse7) found that many metaverse residents were sedentary virtual reality (VR) users who logged in and sat for long periods. They also tended to have low exercise self-efficacy and health concerns because of their inactivity.

We suspect that exercise interventions might be effective in increasing physical activity among metaverse residents. The benefits of exercise interventions in the metaverse are varied. Banerski et al.8) showed that VR exercise is enjoyable and enhances positive affective attitudes toward exertion. In the metaverse, exercises can be conducted remotely and simultaneously with large numbers of people. Mizuta et al.9) reported that physical activity could be increased by providing a place in the metaverse that encourages exercise motivation. Targeting metaverse residents allows a direct approach to those with certain health risks. In other words, we can effectively reach metaverse residents with low exercise self-efficacy who rarely go out and whom we cannot reach through conventional approaches. To increase exercise motivation, we can and should use a psychological approach based on the characteristics of the metaverse. Ota et al.10) reported that implementing interactive communication and gamification increases VR exercise adherence. In metaverse communities, we can support continued exercise through strong interactive communication. Currently, exercise, dance, and sports events are held daily in the metaverse (Table 1), and large numbers of participants gather simultaneously in worlds well-suited to exercise, helping each other improve their exercise adherence (Fig. 1). Some exercise events have also introduced gamification; for instance, people can obtain avatars or three-dimensional (3D) accessories after accumulating enough participation points. Increasing a sense of physical agency toward an avatar during exercise is also a motivating factor for exercise in the metaverse. For example, with squats, the general three-point tracking method using the head and both hands allows users to replicate the actual movement in VR, enabling a more realistic exercise experience. Exercise adherence can be improved by establishing a world, an avatar design, event content, and an exercise style suitable for motivating exercise in the metaverse.

Table 1. Exercise, dance, and sports events in the metaverse

Event name / Organizer Contents Reference website
Just squats / POKKY Radio calisthenics and squats (additionally, planks and push-ups) once a week. A participation stamp is provided, and a protein 3D model is gifted after participating in 20 sessions. https://cluster.mu/w/440db326-5426-4bf0-b395-4dfed931e1cf
Dance fitness meeting / WEAR Pop dance following mutual interaction on Discord conducted twice a month. https://note.com/calm_roses440/n/n9d8d58e6b381
Unofficial cluster Japan Self-Defense Force gymnastics club / Metalion Radio calisthenics and Japan Self-Defense Force gymnastics once a week. Interactive announcements, participation stamps, and additional exercises are available. https://www.youtube.com/watch?v=lwENq5gLbcI
VR GO Training / Phio Daily 30-min session with a vigorous workout list. https://www.youtube.com/watch?v=1j2CJAEt6bg&t=537s
VRC Radio Exercises / Kleava Daily radio exercises. Participation stamps, additional exercises, and group photos are available. https://v-fes.sanrio.co.jp/en/event/VRCRadioExercises
Overkill! Squat Club / Shige Hoshimugi Three times a week (up to 30 min each session), squats and additional exercise by body part. https://x.com/genkai_squat
Fig. 1.

Group exercise events in the metaverse enhance exercise adherence.

The number of metaverse residents will no doubt continue to grow, but there remains insufficient evidence for addressing their health risks and exercise issues. Formulating a highly generalizable exercise approach that can be implemented on various metaverse platforms would enable us to reach metaverse residents and realize globally valuable interventions. Even though active exercise might be difficult for heavy users, given that long sedentary time increases various health risks11,12) and the health benefits of reducing sedentary behavior,13) approaches to reducing sedentary behavior among metaverse residents are particularly required. Exercise strategies require further research to reduce sedentary behavior and promote physical activity among metaverse residents.

Finally, although we have been discussing the health problems of metaverse residents, we are not criticizing the use of the metaverse. The metaverse is an exciting technology that extends the physical world and brings new possibilities. Overuse of the metaverse could lead to health risks, but appropriate use is not a problem. Likewise, we are not criticizing the metaverse residents, most of whom are creative and talented. We believe that the increased health risks to this talented cohort also risks significant losses to society. Therefore, tailored interventions are required for the future health and success of metaverse users.

ACKNOWLEDGMENTS

The authors thank exercise event organizers and metaverse residents for sharing their knowledge.

CONFLICTS OF INTEREST

The authors declare no conflict of interest.

REFERENCES
 
© 2024 The Japanese Association of Rehabilitation Medicine

This is an open-access article distributed under the terms of the Creative Commons Attribution Non-Commercial No Derivatives (CC BY-NC-ND) 4.0 License.
https://creativecommons.org/licenses/by-nc-nd/4.0/deed.ja
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