Large Estimate Variations in Assessed Energy Expenditure and Physical Activity Levels during Active Virtual Reality Gaming: A Short Report

被引:0
|
作者
Johansen, Jan-Michael [1 ]
Schutte, Kjartan van der Iest [1 ]
Bratland-Sanda, Solfrid [1 ]
机构
[1] Univ South Eastern Norway, Dept Sports Phys Educ & Outdoor Studies, N-3800 Bo, Norway
关键词
physical activity; exergaming; virtual training; energy expenditure; VIDEO GAMES; HEALTH; GUIDELINES; CHILDREN; FITNESS;
D O I
10.3390/ijerph20021548
中图分类号
X [环境科学、安全科学];
学科分类号
08 ; 0830 ;
摘要
The purpose of the study was to compare methods for estimating energy expenditure (EE) and physical activity (PA) intensity during a 30 min session of active virtual reality (VR) gaming. Eight individuals (age = 25.4 +/- 2.0 yrs) participated, with a maximal oxygen consumption (VO2max) of 41.3 +/- 5.7 mL center dot kg(-1)center dot min(-1). All tests were conducted over two days. An incremental test to determine the VO2max when running was performed on day 1, while 30 min of active VR gaming was performed on day 2. The instruments used for EE estimations and PA measurements were indirect calorimetry, a heart rate (HR) monitor, and waist- and wrist-worn accelerometer. Compared to indirect calorimetry, waist-worn accelerometers underestimated EE (mean difference: -157.3 +/- 55.9 kcal, p < 0.01) and PA levels. HR-based equations overestimated EE (mean difference: 114.8 +/- 39.0 kcal, p < 0.01 and mean difference: 141.0 +/- 81.6 kcal, p < 0.01). The wrist-worn accelerometer was the most accurate in estimating EE (mean difference: 23.9 +/- 45.4 kcal, p = 0.95). The large variations in EE have implications for population-based surveillance of PA levels and for clinical studies using active VR gaming.
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页数:9
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