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
相关论文
共 50 条
  • [41] Head-Mounted Display-Based Virtual Reality and Physiological Computing for Stroke Rehabilitation: A Systematic Review
    Gougeh, Reza Amini
    Falk, Tiago H.
    FRONTIERS IN VIRTUAL REALITY, 2022, 3
  • [42] Teaching empathy: comparison of a virtual reality experience using head-mounted display versus group streaming
    Villmore, Dana L.
    Dyer, Elizabeth J.
    Gugliucci, Marilyn R.
    GERONTOLOGY & GERIATRICS EDUCATION, 2024,
  • [43] Head-mounted display-based virtual reality systems in engineering education: A review of recent research
    Huang, Wen
    Roscoe, Rod D.
    COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2021, 29 (05) : 1420 - 1435
  • [44] Effectiveness of a Virtual Reality Head-Mounted Display System-based Developmental Eye Movement Test
    Kim, Jung-Ho
    Son, Ho-Jun
    Lee, Sung-Jin
    Yun, Deok-Young
    Kwon, Soon-Chul
    Lee, Seung-Hyun
    JOURNAL OF EYE MOVEMENT RESEARCH, 2016, 9 (06):
  • [45] Development of an Intuitive Virtual Navigation System for Mobile Head-Mounted Display
    Wang, Ching-Sheng
    Chen, Tay-Yow
    PROCEEDINGS OF THE 4TH INTERNATIONAL CONFERENCE ON VIRTUAL REALITY (ICVR 2018), 2018, : 32 - 37
  • [46] The effect of viewing a virtual environment through a head-mounted display on balance
    Robert, Maxime T.
    Ballaz, Laurent
    Lemay, Martin
    GAIT & POSTURE, 2016, 48 : 261 - 266
  • [47] Adapting Data from Physical Activity Sensors for Visualising Exertion in Virtual Reality Games
    Yoo, Soojeong
    Parker, Callum
    Kay, Judy
    PROCEEDINGS OF THE 2018 ACM INTERNATIONAL JOINT CONFERENCE ON PERVASIVE AND UBIQUITOUS COMPUTING AND PROCEEDINGS OF THE 2018 ACM INTERNATIONAL SYMPOSIUM ON WEARABLE COMPUTERS (UBICOMP/ISWC'18 ADJUNCT), 2018, : 307 - 310
  • [48] Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study
    Mattias Erhardsson
    Margit Alt Murphy
    Katharina S. Sunnerhagen
    Journal of NeuroEngineering and Rehabilitation, 17
  • [49] Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays
    Xu, Wenge
    Meng, Xuanru
    Yu, Kangyou
    Sarcar, Sayan
    Liang, Hai-Ning
    2022 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR 2022), 2022, : 131 - 140
  • [50] Validation of a Head-mounted Virtual Reality Visual Field Screening Device
    Mees, Lukas
    Upadhyaya, Swati
    Kumar, Pavan
    Kotawala, Sandal
    Haran, Shankar
    Rajasekar, Shruthi
    Friedman, David S.
    Venkatesh, Rengaraj
    JOURNAL OF GLAUCOMA, 2020, 29 (02) : 86 - 91