Physical Activity Intensity, Perceived Exertion, and Enjoyment During Head-Mounted Display Virtual Reality Games

被引:26
|
作者
Evans, Eric [1 ]
Naugle, Keith E. [2 ]
Kaleth, Anthony S. [2 ]
Arnold, Brent [3 ]
Naugle, Kelly M. [2 ]
机构
[1] Univ Alabama Birmingham, Sch Hlth Profess, Dept Hlth Serv Adm, 1716,9th Ave South, Birmingham, AL 35233 USA
[2] Indiana Univ Purdue Univ, Dept Kinesiol, Sch Hlth & Human Sci, Indianapolis, IN 46202 USA
[3] Indiana Univ Purdue Univ, Dept Hlth Sci, Sch Hlth & Human Sci, Indianapolis, IN 46202 USA
关键词
Virtual reality; Physical activity; Active gaming; Accelerometry; ENERGY-EXPENDITURE; EXERCISE INTENSITY; YOUNG-ADULTS; VIDEO GAMES; VALIDITY; SCALE; FITNESS; COST;
D O I
10.1089/g4h.2021.0036
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Objectives: The purpose of this study was to determine the following: (1) the level of physical activity (PA) achieved during commercial active virtual reality (VR) games, and (2) which active VR games elicit higher enjoyment levels in young, healthy adults. Materials and Methods: Thirty-six participants completed four study sessions, each devoted to playing one of the following head-mounted display VR games for 15 minutes: Beat Saber (BS), Holopoint (HP), Hot Squat (HS), and Relax Walk VR. PA intensity measures included percentage of heart rate reserve (%HRR), ratings of perceived exertion (RPE), and accelerometry. Enjoyment was measured with the Physical Activity Enjoyment Scale (PACES) following each gaming session. Mixed-model analysis of variances were used to analyze the outcome measures. Results: The analyses showed that HS elicited significantly higher %HRR and RPE than BS, HP, and Relax Walk. HS was the only game to reach moderate intensity via %HRR. Accelerometer data showed that time in whole-body moderate-to-vigorous physical activity (MVPA) for HS was significantly greater than HP, which was greater than BS and Relax Walk. Also, males exhibited significantly more whole-body and upper limb MVPA compared with females during gameplay. BS and HP were rated significantly more enjoyable than HS and Relax Walk. Conclusions: Results from this study suggest that active VR games can elicit varying degrees of PA intensity levels in young healthy adults, with HS eliciting moderate intensity activity. The games rated highest in enjoyment required mostly arm movement and a perceived light exertion.
引用
收藏
页码:314 / 320
页数:7
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