## 4 Discussion
Although there are studies that have assessed satisfaction associated with PA in VR [13; 16; 42; 43; 44; 45; 46; 47], it is difficult to compare their results with ours, as they involved different exercises, or the enjoyment of physical exercise was measured with different scales. Most authors indicated a high level of user satisfaction with such forms of PA. It should be noted, however, that the existing scientific evidence on the potential of using VR to enhance enjoyment levels during exercise is limited and heterogeneous. It is known that the positive effects of the virtual environment on the perceptions of users practicing PA have been documented mainly for VR with a high degree of immersion [48]. Therefore, the use of trainers that enable free and natural movement in VR, such as the treadmill used in our study, which undoubtedly enhances the immersive experience, should promote their satisfaction. Due to the continuous and rapid development of VR and the training applications and trainers applicable to VR headsets, further research is warranted on the experiences and perceptions of people engaged in PA using this modern technology to identify the factors affecting the enjoyment of this form of exercise. This applies to both healthy and clinical populations. This will make it possible to optimize recreational and sports exercises and rehabilitation programs in VR and guide their further development. It should be borne in mind that satisfaction is an important motive for undertaking regular health-promoting PA. How people feel during exercise determines their future training commitment [49]. Identification of users' preferences for forms of PA in VR can make it easier for manufacturers to create attractive training apps and AVGs, which should translate positively into future behaviors of people using modern technology during exercise, increasing the likelihood of their regular practicing PA. The final element of the research conducted here was to assess the respondents' attitudes toward PA in VR and to obtain their opinions on the potential of VR for supporting PA. To this end, seven survey questions were asked of participating AWF students who plan to become health and PA promoters. It was assumed that future professionals in the field of physical culture would be competent enough to respond to such questions. The survey showed that the respondents were positive about the prospects of using VR in PA. This can be inferred from the survey responses. They showed that students with the right equipment would be willing to use VR for exercise and recommend others to practice PA in VR, and some of them even claimed that this type of physical exercise is more enjoyable than conventional training. The latter finding may be confirmation of the high level of user satisfaction with the exercise while playing the AVRG used in the study, which was assessed using PACES. The great potential of VR technology for supporting PA can also be evidenced by the positive opinions of almost all students regarding the potential health-promoting benefits of practicing virtual exercise and the confirmation by all respondents that virtual training can complement leisure-time PA. The vast majority of students were also convinced that physical exercise in VR could meet the needs related to leisure-time PA. Quite surprising was the statement by more than 40% of respondents that exercise in a virtual world can replace conventional forms of real-world leisure-time PA. Given that these positive statements about VR come from future promoters of health and PA, it is to be expected that they will use modern information technology and virtual immersive environments in their future work. This is all the more likely as VR continues to develop rapidly, with apps and pointing devices becoming more and more advanced, increasing their potential to realistically practice various forms of PA. Finally, the limitations of this research should be mentioned.