Exploring actual and perceived levels of physical activity intensity during virtual reality active games

K. Naugle, Xzaliya A. Cervantes, Carolyn L. Boone, Brandon Wind, Kelly M. Naugle
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Abstract

Research suggests that engaging in active virtual reality (VR) video games can elicit light to moderate levels of physical activity (PA), making it a novel and fun mode of exercise. Further research is needed to understand the influence of VR on perceptions of exertion and enjoyment during PA.The objectives of this study are (1) to compare actual and perceived exertion within and between active VR games with varying levels of difficulty and (2) to determine how playing active VR games influences PA enjoyment during gameplay.A total of 18 participants completed four separate study sessions, during which they engaged in either a 15-min bout of traditional exercise (stationary cycling) or played one VR game. Heart rate (HR) and ratings of perceived exertion (RPE) using the Borg CR10 scale were assessed during VR gameplay and cycling. Enjoyment was measured after gameplay. VR games included playing Holopoint at level 2 and level 3 and Hot Squat. Repeated measures ANOVAs were used to examine (1) changes in HR and RPE across time within games and (2) differences in actual and perceived levels of intensity and enjoyment between games. Bivariate correlations examined the relationship between the degree of change in actual intensity and the degree of change in perceived intensity during each VR game and cycling.The analyses revealed that RPE and HR significantly increased from baseline during each condition and generally increased across the 15-min of gameplay. Hot Squat and cycling elicited a significantly higher percentage of heart rate reserve (%HRR) than Holopoint at levels 2 and 3. Holopoint level 3 elicited a higher %HRR than Holopoint level 2. The participants reported greater average and max RPE during Hot Squat and cycling compared with Holopoint at levels 2 and 3. The correlations revealed a significant positive correlation between the degree of change in HR and RPE for cycling, but no significant correlations were observed for any of the VR conditions. The physical activity during Holopoint at both levels was rated as more enjoyable than Hot Squat and cycling.Our data support the notion that VR has the potential to alter individuals’ perceptions of exertion during PA and, in particular, may reduce their awareness of increases in actual exertion.
探索虚拟现实积极游戏中实际和感知的体育活动强度水平
研究表明,参与积极的虚拟现实(VR)视频游戏可以引起轻度至中度的体育活动(PA),使其成为一种新颖有趣的锻炼方式。本研究的目的是:(1)比较不同难度的主动式 VR 游戏内部和之间的实际消耗量和感知消耗量;(2)确定玩主动式 VR 游戏如何影响游戏过程中的体力活动享受。共有 18 名参与者完成了四次独立的研究课程,在此期间,他们进行了 15 分钟的传统锻炼(固定自行车)或玩了一款 VR 游戏。在 VR 游戏和骑车过程中,使用博格 CR10 量表对心率(HR)和感知消耗量(RPE)进行了评估。游戏结束后对游戏的乐趣进行了测量。VR 游戏包括 2 级和 3 级 Holopoint 游戏以及 Hot Squat 游戏。采用重复测量方差分析来检验:(1) 游戏内不同时间段心率和 RPE 的变化;(2) 不同游戏之间实际强度和感知强度以及愉悦程度的差异。双变量相关性检验了在每个 VR 游戏和骑自行车过程中实际强度变化程度和感知强度变化程度之间的关系。分析表明,在每个条件下,RPE 和心率从基线显著增加,并且在 15 分钟的游戏过程中普遍增加。在第 2 级和第 3 级,"热蹲 "和骑自行车引起的心率储备百分比(%HRR)明显高于 Holopoint。Holopoint 3 级的心率储备百分比高于 Holopoint 2 级。与 Holopoint 2 级和 3 级相比,参与者在热蹲和骑自行车时报告的平均和最大 RPE 都更高。相关性显示,骑自行车时的心率变化程度与 RPE 之间存在显著的正相关,但在任何 VR 条件下均未观察到显著的相关性。我们的数据支持这样一种观点,即 VR 有可能改变个人对 PA 期间体力消耗的感知,特别是可能降低他们对实际体力消耗增加的感知。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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