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Virtual reality (VR) can be used to train pharmacists as well as improve health and fitness outcomes for consumers

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VR technology first arose in the 1990s, although at the time didn’t take off because of lacklustre graphics, bulky kits, high cost and consumer issues with nausea and headaches.

The concept was eventually relegated to sci-fi movies – until now. VR headsets and games can now be purchased at an affordable price and used in the privacy of one’s home.

Most people have heard of the Oculus Rift, and you might even own a version of it yourself or know someone who does.

A new University of Sydney study has found VR games can provide enough exertion to be considered exercise – including games that may not have even been explicitly designed as ‘exergames’.


Authors Bio

Judy Kay

Judy Kay

Judy aims to create personalised computing that is embedded throughout the environment to support people in the broad range of activities that are important to their lives.

Soojeong Yoo

Soojeong Yoo

PhD Candidate at the University of Sydney Sydney, Australia

Related Projects

  • VRun: Running-in-place virtual reality exergame

    Exercise is important for health and well-being. Exergames on modern gaming consoles have demonstrated potential to address this problem, by helping people stay motivated, which subsequently benefited their health.

Related Publications

Soojeong Yoo, Tristan Heywood, Chris Ackad, Judy Kay: Evaluating the Actual and Perceived Exertion Provided by Virtual Reality Games. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM, New York, NY, USA, 2017.