| Literature DB >> 33139604 |
Jacek Polechoński1, Katarzyna Nierwińska2, Barbara Kalita3, Piotr Wodarski4.
Abstract
Immersive virtual reality (IVR) is a technology that blurs the line between the physical world and a digital environment. Using appropriate pointing devices, it is possible to engage in physical activity (PA). The main aim of the study was to assess the attractiveness and intensity of physical exercise while playing active video games (AVGs) in IVR on an omnidirectional treadmill by obese children and to present the results compared to health recommendations (PA). It was also assessed whether the AVGs storyline can effectively motivate the participants to undertake locomotor activity by increasing the intensity of their effort (moving in a limited space vs. having to follow a set route). Eleven children aged 8 to 12 years with diagnosed obesity participated in the experiment. The attractiveness of PA was assessed with a questionnaire, while the intensity of exercise was estimated on the basis of heart rate. The answers show that AVGs are attractive and more enjoyable for the respondents than conventional video games. All participants declared their willingness to practice this form of PA. The intensity of PA of obese children during two games was high but during the game where the player was supposed to follow a set route, it was significantly higher (83.3 ± 9.2% HRmax) than during the game whose storyline assumed moving in a limited space (77.4 ± 9.8% HRmax). Due to the high intensity of PA while playing the AVGs studied, it can be assumed that obese children can benefit for their health if the games are used on a regular basis. However, further research is needed to verify this thesis.Entities:
Keywords: active video games; health-oriented physical activity; immersive virtual reality; intensity of physical activity; omnidirectional treadmill; virtual reality
Mesh:
Year: 2020 PMID: 33139604 PMCID: PMC7662304 DOI: 10.3390/ijerph17218051
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Test stand: participant on an OMNI omnidirectional treadmill playing an active video game (AVG) in immersive virtual reality (IVR).
Figure 2Gameplay of Core Defense game: print screen.
Figure 3Gameplay of Travar Training OPS game: print screen.
Attractiveness of active video games (AVGs) in immersive virtual reality (IVR) using OMNI treadmills and their competitiveness compared to conventional computer games and other forms of physical activity (PA) according to the obese children.
| Question | Yes/Agree | No/Disagree |
|---|---|---|
| 1. Were the games in IVR using the OMNI treadmill attractive to you? | 100% | 0% |
| 2. Would you like to explore other games available on the OMNI platform? | 100% | 0% |
| 3. Do the AVGs in IVR on the OMNI treadmill give you more fun than conventional computer games? | 91% | 9% |
| 4. Would you exchange conventional video games for AVGs in IVR? | 73% | 27% |
| 5. Are the AVGs in IVR on the OMNI treadmill more realistic than conventional computer games? | 100% | 0% |
| 6. Would you engage in PA in IVR if you had the right hardware and software? | 100% | 0% |
| 7. Would you recommend practicing PA in IVR to others (friends, family)? | 100% | 0% |
| 8. Are the AVGs in IVR on the OMNI treadmill more attractive to you than conventional forms of PA (movement games and playing, team sport, running, cycling, swimming, etc.)? | 64% | 36% |
Figure 4Children’s OMNI Scale of perceived exertion used in the experiment.
Figure 5Average intensity of PA of obese children during PA in IVR on an omnidirectional treadmill depending on the type of video game.
Figure 6Average total time spent in different heart rate zones by obese children during PA in IVR on an omnidirectional treadmill depending on the type of video game.
Figure 7Rating of perceived exertion (10-degree scale) in obese children during PA in IVR on an omnidirectional treadmill depending on the type of video game.