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. 2021 Feb 14;11(2):425–435. doi: 10.1007/s12553-021-00528-8

Table 1.

questionnaire used in the study. For the sake of conciseness, the options provided in multiple-choice questions are not shown in this table; they can however be found in the supplementary materials

Section 1: Participant information
1.1 What country do you live in?
1.2 What is your age range?
1.3 What is your gender?
1.4 Have you been observing social distancing due to the Covid-19 pandemic?
1.5 How has your body weight changed since the start of the lockdown?
1.6 Which are your favourite pastime activities? Tick all that apply
1.7 Do you own, or have access to, a Virtual Reality (VR) headset?
Section 2: Use of VR (restricted to participants who answered YES to question 1.7)
2.1 Which of the following Virtual Reality (VR) headsets do you own or have access to? Tick all that apply
2.2 What is your favourite VR app/activity during the Covid-19 quarantine?

2.3 How much do you agree with the following statements related to your use of VR during the Covid-19 quarantine?

My use of VR has increased during the quarantine.

VR helps me keeping myself occupied.

VR activities are a good alternative to gym or outdoor fitness to keep fit during the lockdown.

VR activities have a positive impact on my mental health.

2.4 Would you recommend VR as a pastime over other activities (TV, books, music, etc.)? Why or why not?
2.5 On average how much time a day do you spend using VR for the following activities?
2.6 When using VR for fitness activities, how would you rate the intensity of the activity?
Section 3: Console-based exergaming
3.1 Do you own, or have access to, a gaming console?
3.2 If YES, which of the following gaming consoles do you own or have access to? Tick all that apply
3.3 When using a gaming console for fitness activities (for example using Xbox Kinect, PlayStation Move, Nintendo Wii, etc.), how would you rate the intensity of the activity?