Acute Effects of Virtual Reality Exercise on Young Adults' Blood Pressure and Feelings

被引:5
作者
Saiz-Gonzalez, Pablo [1 ,2 ]
McDonough, Daniel J. [3 ]
Liu, Wenxi [4 ]
Gao, Zan [1 ]
机构
[1] Univ Minnesota Twin Cities, Sch Kinesiol, Minneapolis, MN 55455 USA
[2] Univ Oviedo, Fac Teacher Training & Educ, Asturias 33001, Spain
[3] Univ Minnesota Twin Cities, Sch Publ Hlth, Minneapolis, MN 55455 USA
[4] Shanghai Jiao Tong Univ, Dept Phys Educ, Shanghai 200240, Peoples R China
关键词
Diastolic blood pressure; exergaming; immersive VR; non-immersive VR; systolic blood pressure; PHYSICAL-ACTIVITY; SOCIOECONOMIC-STATUS; METAANALYSIS; BEHAVIOR; FITNESS; FUTURE;
D O I
10.32604/ijmhp.2023.027530
中图分类号
R1 [预防医学、卫生学];
学科分类号
1004 ; 120402 ;
摘要
Virtual reality (VR) seems to have the potential to provide opportunities to promote physical activity (PA) in a fun way. This paper aimed to examine the acute effects of three different virtual reality-based exercise bikes on young adults' blood pressure (BP) and feelings compared to a traditional exercise cycling session. Four exercise sessions (immersive VR cycling, two non-immersive VR cycling, and traditional cycling) were completed by 36 young adults (22 females; Mage = 23.6 years). BP was measured immediately before and after each session using a BP cuff and exercise-induced feelings were assessed via an established survey immediately after each session. Participants' previous experience with VR was used as the covariate in the ANCOVA with repeated measures. Significant main effects were observed across cycling sessions for systolic blood pressure [F (2, 29) = 3.04, p = 0.02, eta 2= 0.38)] and feelings [F (3, 32) = 7.74, p < 0.01, eta 2 = .42]. In particular, immersive VR and traditional cycling significantly increased systolic blood pressure compared to the two non-immersive VR sessions. Moreover, immersive VR significantly increased feelings compared to the two non-immersive VR sessions, whereas these two nonimmersive VR exercises had significantly greater increased feelings compared to traditional cycling, respectively. Findings suggest immersive VR-based exercise cycling may lead to higher exercise intensities compared to nonimmersive VR cycling. Further, immersive VR cycling yielded higher feelings compared to non-immersive VR and traditional cycling. Thus, immersive VR-based exercise can be a fun and physically active health promotion tool among young adults.
引用
收藏
页码:711 / 719
页数:9
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