Daniel McDonough

Dr. Daniel McDonough

1. School of Public Health, Division of Epidemiology and Community Health, University of Minnesota-Twin Cities, Minneapolis, MN 55455, USA
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Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

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

Representative Publications

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JQJiali Qian
Jiali Qian
Daniel McDonoughDaniel McDonough
Daniel McDonough
Zan GaoZan Gao
Zan Gao
Objective purpose: This review synthesized the literature examining the effects of virtual reality (VR)-based exercise on physiological, psychological, and rehabilitative outcomes in various populations. Design: A systematic review. Data sources: 246 articles were retrieved using key words, such as “VR”, “exercise intervention”, “physiological”, “psychology”, and “rehabilitation” through nine databases including Academic Search Premier and PubMed. Eligibility criteria for selecting studies: 15 articles which met the following criteria were included in the review: (1) peer-reviewed; (2) published in English; (3) randomized controlled trials (RCTs), controlled trials or causal-comparative design; (4) interventions using VR devices; and (5) examined effects on physiological, psychological, and/or rehabilitative outcomes. Descriptive and thematic analyses were used. Results: Of the 12 articles examining physiological outcomes, eight showed a positive effect on physical fitness, muscle strength, balance, and extremity function. Only four articles examined the effects on psychological outcomes, three showed positive effects such that VR exercise could ease fatigue, tension, and depression and induce calmness and enhance quality of life. Nine articles investigated the effects of VR-based exercise on rehabilitative outcomes with physiological and/or psychological outcomes, and six observed significant positive changes. In detail, patients who suffered from chronic stroke, hemodialysis, spinal-cord injury, cerebral palsy in early ages, and cognitive decline usually saw better improvements using VR-based exercise. Conclusion: The findings suggest that VR exercise has the potential to exert a positive impact on individual’s physiological, psychological, and rehabilitative outcomes compared with traditional exercise. However, the quality, quantity, and sample size of existing studies are far from ideal. Therefore, more rigorous studies are needed to confirm the observed positive effects.

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Zan GaoZan Gao
Zan Gao
JLJung Eun Lee
Jung Eun Lee
Daniel McDonoughDaniel McDonough
Daniel McDonough
CACallie Albers
Callie Albers
The December 2019 COVID-19 outbreak in China has led to worldwide quarantine, as recommended by local governments and the World Health Organization. Particularly affected are older adults (i.e., those aged ≥ 65 years) who are at elevated risk for various adverse health outcomes, including declines in motor ability and physical activity (PA) participation, increased obesity, impaired cognition, and various psychological disorders. Thus, given the secular increases in the older adult population, novel and effective intervention strategies are necessary to improve physical activity behaviors and health in this population. Virtual reality (VR)-integrated exercise is a promising intervention strategy, which has been utilized in healthcare fields like stroke rehabilitation and psychotherapy. Therefore, the purpose of this editorial is to synthesize recent research examining the efficacy and effectiveness of VR exercise in the promotion of favorable health outcomes among the older adults. Results indicate the application of VR exercise to facilitate improved physical outcomes (e.g., enhanced motor ability, reduced obesity), cognition and psychological outcomes. VR exercise has also been observed to be an effective intervention strategy for fall prevention in this population. Future research should employ more rigorous research designs to allow for a more robust quantitative synthesis of the effect of VR exercise on the preceding outcomes to elucidate which type(s) of VR-based PA interventions are most effective in promoting improved health outcomes among older adults. Findings from this study will better inform the development of technology-savvy PA programs for wellness promotion in older adults who practice social distancing and exercise from home under the unprecedented global health crisis.

24 July 2021 in Journal of Sport and Health Science
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Daniel McDonoughDaniel McDonough
Daniel McDonough
MHMelina A. Helgeson
Melina A. Helgeson
WLWenxi Liu
Wenxi Liu
Zan GaoZan Gao
Zan Gao
Public health guidelines have called for innovative and flexible physical activity (PA) intervention strategies to promote PA and health amid the coronavirus disease 2019 (COVID-19) pandemic. Therefore, this study's purpose was to examine the effects of a home-based, YouTube-delivered PA intervention grounded in self-determination theory on young adults' free-living PA, sedentary behavior, and sleep quality (NCT04499547). Sixty-four young adults (48 females; age = 22.8 ± 3.4 years, mean ± SD; body mass index = 23.1 ± 2.6 kg/m2) were randomized (1:1) into the intervention group, which received weekly aerobic and muscle-strengthening PA videos, or control group, which received weekly general health education videos, for 12 weeks. Our primary outcome was free-living moderate-to-vigorous PA (MVPA) and our secondary outcomes were sedentary behavior, light PA, and sleep quality (measured using ActiGraph accelerometers) along with muscle-strengthening PA frequency, self-determination theory-related motivation (non-regulation, external regulation, introjected regulation, identified regulation, integrated regulation, and intrinsic regulation), and perceived PA barriers (assessed using validated questionnaires). Repeated measures analysis of variances (ANOVAs) examined between-group differences at an adjusted significance level of 0.004 and effect sizes as partial eta-squared (ηp2). We observed statistically significant interaction effects for MVPA, sleep efficiency, muscle-strengthening PA frequency, non-regulation, integrated regulation, intrinsic regulation, and perceived PA barriers (F(1, 62) = 10.75-77.67, p < 0.001-0.002, ηp2 = 0.15-0.56) with all outcomes favoring the intervention group. We observed no statistically significant differences in either group for sedentary behavior, light PA, sleep duration, or external, introjected, and identified regulations after 12 weeks (F(1, 62) = 1.11-3.64, p = 0.06-0.61). With national COVID-19 restrictions still in place and uncertainty regarding post-pandemic PA environments and behaviors, a remote, YouTube-delivered PA intervention may help foster clinically meaningful improvements in young adults' free-living MVPA, muscle-strengthening PA frequency, sleep efficiency, PA-related intrinsic motivation, and perceived PA barriers.

17 March 2021 in British Journal of Sports Medicine
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Daniel McDonoughDaniel McDonough
Daniel McDonough
XSXiwen Su
Xiwen Su
Zan GaoZan Gao
Zan Gao
Objective: To analyse the comparative effectiveness of different health wearable-based physical activity (PA) promotion intervention strategies against each other and control for reducing body weight and body mass index (BMI) in individuals with overweight/obesity and chronic comorbidities. Design: Systematic review and network meta-analysis (PROSPERO identifier: CRD42020158191). Data sources: We performed two independent searches from December 2019 to September 2020 in PubMed, MEDLINE, Scopus, Web of Science, Central Register of Controlled Trials, EMBASE and PsycINFO databases for articles published in English between 2007 and 2020. Eligibility criteria for selecting studies: Inclusion criteria were based on the PICOS framework. We included randomised controlled trials of health wearable-based interventions using two or more PA intervention arms/strategies and compared their effects on participants’ body weight (kg) and BMI (kg/m2) with a control group. Data were analysed using a Bayesian network meta-analysis to directly and indirectly compare the effects of the six different intervention strategies (comparators). The six comparators were: (1) control group (ie, usual care, waitlist); (2) comparison group (ie, traditional, non-health wearable PA interventions); (3) commercial health wearable-only intervention (eg, Fitbit, Polar M400); (4) research grade health wearable-only intervention (ie, accelerometers or pedometers); (5) multicomponent commercial health wearable intervention (eg, Fitbit + nutrition counselling); and (6) multicomponent research grade health wearable intervention. The results were reported as standardised mean differences (SMDs) with associated 95% credible intervals (CrIs). Results: From 641 screened records, 31 studies were included. For body weight reduction in individuals with overweight/obesity and chronic comorbidities, accelerometer/pedometer-only (SMD −4.44, 95% CrI −8.94 to 0.07) and commercial health wearable-only (SMD −2.76, 95% CrI −4.80 to −0.81) intervention strategies were the most effective compared with the three other treatments and control. For BMI reduction, multicomponent accelerometer/pedometer (SMD −3.43, 95% CrI −4.94 to −2.09) and commercial health wearable-only (SMD −1.99, 95% CrI −4.95 to 0.96) intervention strategies were the most effective compared with the other four conditions. Conclusion: Health wearable devices are effective intervention tools/strategies for reducing body weight and BMI in individuals with overweight/obesity and chronic comorbidities.

12 November 2019 in Journal of Clinical Medicine
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WLWenxi Liu
Wenxi Liu
NZNan Zeng
Nan Zeng
Zachary PopeZachary Pope
Zachary Pope
Daniel McDonoughDaniel McDonough
Daniel McDonough
Zan GaoZan Gao
Zan Gao
The development of innovative technology, such as virtual reality (VR), has provided opportunities for promoting physical activity (PA) in a fun and engaging manner. The purpose of this study was to examine differences in young adults’ situational motivation (SM) among immersive VR, non-immersive VR, and traditional stationary cycling sessions. In all, 49 healthy college students (35 females; Mage = 23.6 years, SD = 3.4; M%BF = 24.0%, SD = 7.5) completed three separate 20 min cycling sessions: (1) immersive VR cycling; (2) non-immersive VR cycling; and (3) traditional cycling. Participants’ SM was assessed via the situational motivation scale, which included four subconstructs: intrinsic motivation, identified regulation, external regulation, and amotivation. Repeated measures ANOVAs indicated significant differences for situational motivation between cycling sessions (F (2, 96) = 4.74–53.04, p < 0.01, ηp2 = 0.090–0.525). Specifically, participants elicited the highest level of intrinsic motivation in immersive VR cycling compared to the other two sessions. Moreover, participants in both immersive VR and traditional cycling showed greater identified regulation than the non-immersive VR session. Furthermore, participants showed greater external regulation compared to the immersive VR session. In addition, greater amotivation was observed in non-immersive VR compared to the immersive VR session. Findings suggested that immersive VR exercise has the potential to be an attractive exercise alternative, possibly promoting greater PA participation and adherence among young adults.

10 November 2018 in Journal of Clinical Medicine
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Daniel McDonoughDaniel McDonough
Daniel McDonough
Zachary PopeZachary Pope
Zachary Pope
NZNan Zeng
Nan Zeng
JLJung Eun Lee
Jung Eun Lee
Zan GaoZan Gao
Zan Gao
This study evaluated the effects of exergaming on college students’ energy expenditure (EE), moderate-to-vigorous physical activity (MVPA), light physical activity (LPA), rating of perceived exertion (RPE), and enjoyment compared to traditional treadmill exercise, and sex differences. Sixty college students (30 female; X ¯ age = 23.6 ± 4.1 years) completed three 20-min exercise sessions on Xbox 360 Kinect Just Dance (Microsoft, Redmond, WA, USA), Xbox 360 Kinect Reflex Ridge (Microsoft, Redmond, WA, USA), and treadmill walking. Their EE and PA were assessed by ActiGraph accelerometers (ActiGraph Co.; Pensacola, FL, USA); RPE every four min; enjoyment via an established scale. Significant exercise-type by sex interaction effects were observed for RPE (p < 0.01): females reported significantly lower RPE during exergaming sessions but significantly higher RPE during treadmill walking. Results revealed significant main effects for all outcomes between exercise sessions (all p < 0.01): treadmill walking resulted in significantly higher metabolic equivalents (METs), MVPA, and EE (p < 0 .01), yet lower LPA (p < 0.01), compared to the two exergaming sessions. Participants’ RPE was significantly higher during treadmill walking than during exergaming sessions, with exergaming eliciting significantly higher enjoyment (all p < 0.01). College students find exergaming more enjoyable and report lower RPE compared to traditional treadmill exercise, though not yet matching the moderate physiological intensity level.