Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment

被引:21
|
作者
Feodoroff, Boris [1 ]
Konstantinidis, Ippokratis [1 ]
Froboese, Ingo [1 ]
机构
[1] German Sport Univ Cologne, Inst Movement Therapy & Movement Oriented Prevent, Ground Floor,Sportpk Mungersdorf 6, D-50933 Cologne, Germany
来源
JMIR SERIOUS GAMES | 2019年 / 7卷 / 03期
关键词
exergaming; gamification; Immersive virtual reality; exercise; cybersickness; flight simulation; SEDENTARY BEHAVIORS; PHYSICAL-ACTIVITY; EMG-ACTIVITY; SCREEN TIME; ALL-CAUSE; EXERCISE; DISEASE; ASSOCIATION; MORTALITY; PLANK;
D O I
10.2196/12324
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
Background: In recent years, many studies have associated sedentary behavior in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming-playing video games that require rigorous physical exercise-seem to fall short of the physical activity levels recommended by the World Health Organization. Objective: The purpose of this study was to investigate the effect of a fully immersive virtual reality (VR)-based training system on cardiovascular and muscular parameters of young adults. Methods: A cross-sectional experiment design was used to analyze muscle activity (surface electromyography), heart rate, perceived exertion (RPE), cybersickness symptoms, perceived workload, and physical activity enjoyment (PACES) in 33 participants performing two 5-minute flights on a new training device. Results: Participants' performance of the planking position required to play the game resulted in moderate aerobic intensity (108 [SD 18.69] bpm). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% [SD 10.57] and 26.7% [SD 17.39] maximum voluntary isometric contraction), participants described the exercise as a moderate to vigorous activity (RPE 14.6 [SD 1.82]). The majority reported that they enjoyed the exercise (PACES 3.74 [SD 0.16]). However, six participants had to drop out because of cybersickness symptoms and two because of muscle pain due to prior injuries. Conclusions: Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the dropout rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental part of providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.
引用
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页数:15
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