Literature DB >> 30403927

Virtual-reality exergaming improves performance during high-intensity interval training.

Matthew Farrow1,2, Christof Lutteroth3,2, Peter C Rouse1, James L J Bilzon1,2.   

Abstract

Purpose: To determine if: (i) mean power output and enjoyment of high-intensity interval training (HIIT) are enhanced by virtual-reality (VR)-exergaming (track mode) compared to standard ergometry (blank mode), (ii) if mean power output of HIIT can be increased by allowing participants to race against their own performance (ghost mode) or by increasing the resistance (hard mode), without compromising exercise enjoyment.
Methods: Sixteen participants (8 males, 8 females, VO2max: 41.2 ± 10.8 ml-1·kg-1·min-1) completed four VR-HIIT conditions in a partially-randomised cross-over study; (1a) blank, (1b) track, (2a) ghost, and (2b) hard. VR-HIIT sessions consisted of eight 60 s high-intensity intervals at a resistance equivalent to 70% (77% for hard) maximum power output (PMAX), interspersed by 60 s recovery intervals at 12.5% PMAX, at a self-selected cadence. Expired gases were collected and VO2 measured continuously. Post-exercise questionnaires were administered to identify differences in indices related to intrinsic motivation, subjective vitality, and future exercise intentions.
Results: Enjoyment was higher for track vs. blank (difference: 0.9; 95% CI: 0.6, 1.3) with no other differences between conditions. There was no difference in mean power output for track vs. blank, however it was higher for track vs. ghost (difference: 5 Watts; CI: 3, 7), and hard vs. ghost (difference: 19 Watts; 95% CI: 15, 23). Conclusions: These findings demonstrate that VR-exergaming is an effective intervention to increase enjoyment during a single bout of HIIT in untrained individuals. The presence of a ghost may be an effective method to increase exercise intensity of VR-HIIT.

Entities:  

Keywords:  Gamification; enjoyment; exercise intensity; intrinsic motivation

Mesh:

Year:  2018        PMID: 30403927     DOI: 10.1080/17461391.2018.1542459

Source DB:  PubMed          Journal:  Eur J Sport Sci        ISSN: 1536-7290            Impact factor:   4.050


  10 in total

1.  The Impact of Implementing an Exergame Program on the Level of Reaction Time Optimization in Handball, Volleyball, and Basketball Players.

Authors:  Dana Badau; Adela Badau; Carmen Ene-Voiculescu; Alin Larion; Virgil Ene-Voiculescu; Ion Mihaila; Julien Leonard Fleancu; Virgil Tudor; Corina Tifrea; Adrian Sebastian Cotovanu; Alexandru Abramiuc
Journal:  Int J Environ Res Public Health       Date:  2022-05-05       Impact factor: 4.614

2.  Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation.

Authors:  Wenge Xu; Hai-Ning Liang; Qiuyu He; Xiang Li; Kangyou Yu; Yuzheng Chen
Journal:  JMIR Serious Games       Date:  2020-07-27       Impact factor: 4.143

3.  Game on: a cycling exergame can elicit moderate-to-vigorous intensity. A pilot study.

Authors:  Jonathan Berg; Trine Moholdt
Journal:  BMJ Open Sport Exerc Med       Date:  2020-03-30

4.  Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study.

Authors:  Jacek Polechoński; Katarzyna Nierwińska; Barbara Kalita; Piotr Wodarski
Journal:  Int J Environ Res Public Health       Date:  2020-11-01       Impact factor: 3.390

Review 5.  Immersive virtual reality health games: a narrative review of game design.

Authors:  Gordon Tao; Bernie Garrett; Tarnia Taverner; Elliott Cordingley; Crystal Sun
Journal:  J Neuroeng Rehabil       Date:  2021-02-11       Impact factor: 4.262

6.  Effects of an Immersive Virtual Reality Exergame on University Students' Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study.

Authors:  Wenge Xu; Hai-Ning Liang; Nilufar Baghaei; Xiaoyue Ma; Kangyou Yu; Xuanru Meng; Shaoyue Wen
Journal:  JMIR Serious Games       Date:  2021-11-22       Impact factor: 4.143

7.  Gaming Instead of Training? Exergaming Induces High-Intensity Exercise Stimulus and Reduces Cardiovascular Reactivity to Cold Pressor Test.

Authors:  Sascha Ketelhut; Reinhard G Ketelhut; Eva Kircher; Lisa Röglin; Kuno Hottenrott; Anna Lisa Martin-Niedecken; Kerstin Ketelhut
Journal:  Front Cardiovasc Med       Date:  2022-01-27

8.  Actual vs. perceived exertion during active virtual reality game exercise.

Authors:  Trenton H Stewart; Kirsten Villaneuva; Amanda Hahn; Julissa Ortiz-Delatorre; Chandler Wolf; Randy Nguyen; Nicole D Bolter; Marialice Kern; James R Bagley
Journal:  Front Rehabil Sci       Date:  2022-08-08

Review 9.  Let the Body'n'Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes.

Authors:  Anna Lisa Martin-Niedecken; Alexandra Schättin
Journal:  Front Psychol       Date:  2020-02-19

10.  Virtual Reality Gaming Elevates Heart Rate but Not Energy Expenditure Compared to Conventional Exercise in Adult Males.

Authors:  Théo Perrin; Charles Faure; Kévin Nay; Giammaria Cattozzo; Anthony Sorel; Richard Kulpa; Hugo A Kerhervé
Journal:  Int J Environ Res Public Health       Date:  2019-11-11       Impact factor: 3.390

  10 in total

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