Literature DB >> 32609004

Comparison of College Students' Blood Pressure, Perceived Exertion, and Psychosocial Outcomes During Virtual Reality, Exergaming, and Traditional Exercise: An Exploratory Study.

Daniel J McDonough1, Zachary C Pope2, Nan Zeng3, Wenxi Liu1, Zan Gao1.   

Abstract

Objective: Integrating novel technologies, such as virtual reality (VR), into traditional exercise apparatuses (e.g., stationary bikes) may assist in promoting physical activity (PA) participation among young adults. Therefore, this study's purpose was to examine young adults' systolic and diastolic blood pressure (BP) change (BPpost - BPpre), rating of perceived exertion (RPE), enjoyment, and self-efficacy during VR, exergaming, and traditional stationary cycling sessions. Materials and
Methods: Forty-nine college students (34 females; Mage = 23.6 ± 3.4 years; MBMI = 23.8 ± 3.1 kg/m2) participated in three separate 20-minute stationary cycling sessions: (1) PlayStation 4 VR; (2) Xbox 360 exergaming; and (3) traditional stationary cycling. Participants' systolic and diastolic BP change was measured by using an Omron HEM-705CP digital BP cuff. Further, RPE was assessed by using the modified Borg RPE Scale and enjoyment and self-efficacy were evaluated by using validated questionnaires.
Results: A multivariate analysis of variance indicated significant differences for systolic BP change, RPE, enjoyment, and self-efficacy between the three cycling sessions (F(2, 144) = 3.3-32.4, P < 0.05, [Formula: see text] = 0.04-0.3). Specifically, participants had significantly higher enjoyment and self-efficacy and lower RPE during VR cycling compared with the other two cycling sessions despite similar or higher change systolic BP during the VR cycling session. There was no statistically significant change in diastolic BP between the three cycling sessions (P > 0.05).
Conclusion: Incorporating VR equipment with traditional stationary cycle ergometers may be favorable when seeking to promote enjoyable PA in college students. To further support VR exercise's efficacy, future studies with more rigorous research designs are warranted.

Entities:  

Keywords:  Cycle ergometer; Enjoyment; Exercise; Exergaming; Rating of perceived exertion; Self-efficacy

Mesh:

Year:  2020        PMID: 32609004     DOI: 10.1089/g4h.2019.0196

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  5 in total

1.  Application of e-health programs in physical activity and health promotion.

Authors:  Zan Gao; Ru Wang
Journal:  J Sport Health Sci       Date:  2021-09-20       Impact factor: 13.077

2.  Applicability of an Immersive Virtual Reality Exercise Training System for Office Workers during Working Hours.

Authors:  Evlalia Touloudi; Mary Hassandra; Evangelos Galanis; Marios Goudas; Yannis Theodorakis
Journal:  Sports (Basel)       Date:  2022-06-29

3.  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 4.  The Evolution of Technology and Physical Inactivity: The Good, the Bad, and the Way Forward.

Authors:  Mary N Woessner; Alexander Tacey; Ariella Levinger-Limor; Alexandra G Parker; Pazit Levinger; Itamar Levinger
Journal:  Front Public Health       Date:  2021-05-28

5.  Situational interest impacts college students' physical activity in a design-based bike exergame.

Authors:  Denis Pasco; Cédric Roure
Journal:  J Sport Health Sci       Date:  2021-03-17       Impact factor: 13.077

  5 in total

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