| Literature DB >> 36189005 |
Trenton H Stewart1,2, Kirsten Villaneuva1, Amanda Hahn1, Julissa Ortiz-Delatorre1,2, Chandler Wolf1, Randy Nguyen1, Nicole D Bolter1, Marialice Kern1,2, James R Bagley1,2.
Abstract
Background: Virtual exercise has become more common as emerging and converging technologies make active virtual reality games (AVRGs) a viable mode of exercise for health and fitness. Our lab has previously shown that AVRGs can elicit moderate to vigorous exercise intensities that meet recommended health benefit guidelines. Dissociative attentional focuses during AVRG gameplay have the potential to widen the gap between participants' perception of exertion and actual exertion. Objective: The aim of this study was to determine actual exertion (AEx) vs. perceived exertion (PEx) levels during AVRGs by measuring heart rate (HR) and ratings of perceived exertion (RPE) in two different settings. Materials and methods: HR and RPE were collected on participants (N = 32; age 22.6 ± 2.6) during 10 min of gameplay in LabS and GymS using the HTC VIVE with the following games played: Fruit Ninja VR (FNVR), Beat Saber (BS), and Holopoint (HP).Entities:
Keywords: energy expenditure; exercise intensity; exergames; heart rate; rating of perceived exertion; video games
Year: 2022 PMID: 36189005 PMCID: PMC9397749 DOI: 10.3389/fresc.2022.887740
Source DB: PubMed Journal: Front Rehabil Sci ISSN: 2673-6861
Figure 1Experimental setup in exercise settings and in-game active virtual reality (VR) scenes. (A) Laboratory Setting (LabS), (B) Gym/Recreation Center Setting (GymS), (C) Gameplay during Beat Saber (Beat Games, Prague, CZ), (D) Gameplay during Holopoint (Azlan Studios, Florida, USA), (E) Gameplay during Fruit Ninja VR (Halfbrick Studios. Brisbane, AUS).
Rating of Perceived Exertion (RPE) from 6-20 based on estimated heart rate [adapted from Borg (21)] (heart rate max, HRmax).
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| 6 | No exertion at all | 20–39 |
| 7 | Extremely light | |
| 8 | 40–59 | |
| 9 | Very light | |
| 10 | ||
| 11 | Light | 60–69 |
| 12 | ||
| 13 | Somewhat hard | 70–79 |
| 14 | ||
| 15 | Hard | 80–89 |
| 16 | ||
| 17 | Very hard | 90–99 |
| 18 | ||
| 19 | Extremely hard | 100 |
| 20 | Maximal exertion |
Participant characteristics.
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| Age, | 22.9 (2.8) | 22.3 (2.3) |
| BMI, (kg/m2) | 24.7 (4.2) | 23.5 (3.8) |
| HRrest bpm | 68.4 (8.7) | 72.8 (8.9) |
| VO2max (mL/min/kg) | 47.0 (5.6) | 42.7 (5.0) |
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| ≥1 time per week | 15 (94%) | 5 (31%) |
| No video game play | 1 (6%) | 11 (69%) |
Values other than Video game play are reported as mean (SD).
SD, standard deviation; y, years; BMI, body mass index; kg, kilogram; m, meter; bpm, beats per minute; VO2max, maximal oxygen consumption; mL, milliliters.
Figure 2Actual exertion (AEx; mean ± SD) and perceived exertion (PEx; mean ± SD) by game. [Fruit Ninja VR (FNVR), Beat Saber (BS), and Holopoint (HP)]. AEx was obtained based on the positive linear relationship between HR and RPE (AEx = HR/10). *P < 0.05 vs. PEx of same game.
Measures of physiological responses (heart rate, HR; estimated rating of perceived exertion, estimated RPE) and psychological responses (rating of perceived exertion, RPE; enjoyment) during active virtual reality gaming (AVRG) in different settings (Laboratory, LabS; Gym/Recreation Center, GymS).
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| LabS | Fruit Ninja | 113 ± 16.2 | 11.2 ± 1.5 | 8.7 ± 1.8 | 7.8 ± 1.7 |
| Beat Saber | 109 ± 13.2 | 11.0 ± 1.3 | 10.3 ± 2.1 | 8.2 ± 1.7 | |
| Holopoint | 125 ± 21.2 | 12.7 ± 2.1 | 12.0 ± 2.5 | 8.8 ± 1.9 | |
| GymS | Fruit Ninja | 119 ± 20.4 | 11.9 ± 2.0 | 9.3 ± 2.1 | 8.1 ± 1.4 |
| Beat Saber | 116 ± 19.0 | 11.6 ± 1.9 | 10.4 ± 2.1 | 8.4 ± 1.4 | |
| Holopoint | 135 ± 24.1 | 13.6 ± 2.4 | 12.7 ± 2.2 | 9.0 ± 1.1 |
Data are means ± SD.