Genta Ochi

Prof. Genta Ochi

Niigata University of Health and Welfare, Niigata, Japan
orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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28 September 2022 in JMIR Serious Games
Verified
Journal Article
Open access
GOGenta Ochi
Genta Ochi
RKRyuta Kuwamizu
Ryuta Kuwamizu
TFTomomi Fujimoto
Tomomi Fujimoto
KIKoyuki Ikarashi
Koyuki Ikarashi
KYKOYA YAMASHIRO
KOYA YAMASHIRO
DSDaisuke Sato
Daisuke Sato
Background: Virtual reality (VR) exergaming is a new intervention strategy to help humans engage in physical activity to enhance mood. VR exergaming may improve both mood and executive function by acting on the prefrontal cortex, expanding the potential benefits. However, the impact of VR exergaming on executive function has not been fully investigated, and associated intervention strategies have not yet been established.Objective: This study aims to investigate the effects of 10 minutes of VR exergaming on mood and executive function.Methods: A total of 12 participants played the exergame “FitXR” under 3 conditions: (1) a VR exergame condition (ie, exercise with a head-mounted display condition [VR-EX]) in which they played using a head-mounted display, (2) playing the exergame in front of a flat display (2D-EX), and (3) a resting condition in which they sat in a chair. The color-word Stroop task (CWST), which assesses executive function; the short form of the Profile of Mood States second edition (POMS2); and the short form of the Two-Dimensional Mood Scale (TDMS), which assess mood, were administered before and after the exercise or rest conditions.Results: The VR-EX condition increased the POMS2 vigor activity score (rest and VR-EX: t11=3.69, P=.003) as well as the TDMS arousal (rest vs 2D-EX: t11=5.34, P<.001; rest vs VR-EX: t11=5.99, P<.001; 2D-EX vs VR-EX: t11=3.02, P=.01) and vitality scores (rest vs 2D-EX: t11=3.74, P=.007; rest vs VR-EX: t11=4.84, P=.002; 2D-EX vs VR-EX: t11=3.53, P=.006), suggesting that VR exergaming enhanced mood. Conversely, there was no effect on CWST performance in either the 2D-EX or VR-EX conditions. Interestingly, the VR-EX condition showed a significant positive correlation between changes in CWST arousal and reaction time (r=0.58, P=.046). This suggests that the effect of exergaming on improving executive function may disappear under an excessively increased arousal level in VR exergaming.Conclusions: Our findings showed that 10 minutes of VR exergaming enhanced mood but did not affect executive function. This suggests that some VR content may increase cognitive demands, leading to psychological fatigue and cognitive decline as an individual approaches the limits of available attentional capacity. Future research must examine the combination of exercise and VR that enhances both brain function and mood.

26 March 2024 in Computers in Human Behavior
Verified
Journal Article
Open access
TMTakashi Matsui
Takashi Matsui
STShion Takahashi
Shion Takahashi
GOGenta Ochi
Genta Ochi
SYSeiji Yoshitake
Seiji Yoshitake
DFDaisuke Funabashi
Daisuke Funabashi
HTHideki Takagi
Hideki Takagi

9 September 2023 in Neuroscience
Verified
Journal Article
Closed access
TFTakemune Fukuie
Takemune Fukuie
KSKazuya Suwabe
Kazuya Suwabe
SKSatoshi Kawase
Satoshi Kawase
TSTakeshi Shimizu
Takeshi Shimizu
GOGenta Ochi
Genta Ochi
HSHideaki Soya
Hideaki Soya


11 October 2024 in Mental Health and Physical Activity
Verified
Journal Article
Closed access
GOGenta Ochi
Genta Ochi
KOKen Ohno
Ken Ohno
RKRyuta Kuwamizu
Ryuta Kuwamizu
KYKoya Yamashiro
Koya Yamashiro
TFTomomi Fujimoto
Tomomi Fujimoto
DSDaisuke Sato
Daisuke Sato

12 August 2024 in European Journal of Applied Physiology
Verified
Journal Article
Closed access
PDF file
MSMayu Sato
Mayu Sato
MSMiyuu Sasaki
Miyuu Sasaki
TSTakeru Shima
Takeru Shima
RIRyo Ikegami
Ryo Ikegami
DSDaisuke Sato
Daisuke Sato
GOGenta Ochi
Genta Ochi