| Literature DB >> 31717971 |
Théo Perrin1, Charles Faure1, Kévin Nay2, Giammaria Cattozzo2, Anthony Sorel1, Richard Kulpa1, Hugo A Kerhervé2.
Abstract
Virtual reality using head-mounted displays (HMD) could provide enhanced physical load during active gaming (AG) compared to traditional displays. We aimed to compare the physical load elicited by conventional exercise and AG with an HMD. We measured energy expenditure (EE) and heart rate (HR) in nine healthy men (age: 27 ± 5 years) performing three testing components in a randomised order: walking at 6 km/h (W6), AG, and AG with an additional constraint (AGW; wrist-worn weights). Although we found that HR was not significantly different between W6 and the two modes of AG, actual energy expenditure was consistently lower in AG and AGW compared to W6. We observed that playing AG with wrist-worn weights could be used as a means of increasing energy expenditure only at maximum game level, but ineffective otherwise. Our findings indicate that AG in an HMD may not provide a sufficient stimulus to meet recommended physical activity levels despite increased psychophysiological load. The differential outcomes of measures of HR and EE indicates that HR should not be used as an indicator of EE in AG. Yet, adding a simple constraint (wrist-worn weights) proved to be a simple and effective measure to increase EE during AG.Entities:
Keywords: active gaming; energy expenditure; fitness; heart rate; virtual reality
Mesh:
Year: 2019 PMID: 31717971 PMCID: PMC6888051 DOI: 10.3390/ijerph16224406
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Group average for relative heart rate (%HR) and relative energy expenditure (EE) during rest, active gaming (AG), active gaming with added weights (AGW), and walk (W6).
| Rest | W6 | AG | AGW | η2p | ||
|---|---|---|---|---|---|---|
| HR% | 33 ± 6 | 51 ± 5 A | 47 ± 5 A | 54 ± 4 A C | <0.001 | 0.883 |
| EE (kJ/kg·h) | 4.6 ± 0.7 | 21.1 ± 1.2 A | 11.7 ± 2.5 A B | 13.7 ± 4.9 A B | <0.001 | 0.954 |
A Significantly different to Rest (p < 0.001) B Significantly different to W6 (p < 0.001) C Significantly different to AG (p < 0.05).
Figure 1Relative heart rate (%, expressed relative to individual-predicted maximum) across game levels (1–4) and maximum level attained (Maximum) in active gaming with (AG) and without added weights (AGW). Rest and walk (W6) average values are represented in dashed lines with ± 1 standard deviation (greyed area). Symbol * represents the main significant effect of exercise (p < 0.001), and symbol $ represents significant differences between AG and AGW (p < 0.001).
Figure 2Relative energy expenditure (EE) across game levels (1–4) and maximum level attained (Maximum) in active gaming with (AG) and without added weights (AGW). Rest and walk (W6) average values are represented in dashed lines with ± 1 standard deviation (greyed area). Symbol * represents the main significant effect of exercise, and symbol $ represents significant differences between AG and AGW (p < 0.05).