Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-06-04 DOI:10.2196/53999
Tabitha V Craig, Ryan E Rhodes, Wuyou Sui
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引用次数: 0

Abstract

Background: The effectiveness of virtual reality (VR) fitness games as a form of moderate to vigorous physical activity has yet to be thoroughly quantified through gold standard energy expenditure measures.

Objective: The purpose of this study was to examine the energy expenditure of 2 medium-intensity modes ("Flow and "Boxing") of a VR fitness game, Supernatural, using indirect calorimetry.

Methods: Indirect calorimetry was used to examine relative and objective maximal oxygen consumption (VO2 max), metabolic equivalents of task (METs), and calories burned during medium-intensity bouts of both Flow and Boxing gameplay modes in young (mean age 25.42, SD 3.25 years), active individuals (n=12 female and n=11 male). METs and calories were also compared using a triaxial waist-worn accelerometer, an Apple smartwatch, and a VR headset. Mood states were assessed pre- and postbout using the shortened Profile of Mood States Questionnaire. Paired 2-tailed t tests were used to examine differences in game modes, between sexes, and pre-post exercise sessions.

Results: Objective and relative VO2 max averaged 1.93 (SD 0.44) L/min and 27.61 (SD 5.60) mL/kg/min, respectively, between modes. Flow (mean 8.2, SD 1.54 METs) and Boxing (mean 7.6, SD 1.66 METs) are both classified as high energy expenditure, vigorous activities. Calorie expenditure data of the accelerometer and VR headset differed significantly from the metabolic cart. Mood changes pre- to post exercise were consistent with expected values for moderate- to vigorous-intensity physical activity, with participants reporting that they felt more "active," "full of pep," "vigorous," and "lively" (P<.05) following bouts. Male individuals reported higher objective oxygen consumption (VO2) for both Flow and Boxing modes; no other sex-specific differences were observed.

Conclusions: Both Flow and Boxing gameplay modes of Supernatural classify as vigorous physical activity and demonstrate the potential to promote mental and physical health benefits. Supernatural may be an effective exercise modality in a VO2 training program.

考察和比较虚拟现实健身游戏(超自然)两种模式的能量消耗:间接量热法研究。
背景:虚拟现实(VR)健身游戏作为一种中度到剧烈运动的形式,其有效性还有待于通过金标准能量消耗测量方法进行彻底量化:本研究的目的是使用间接热量测量法检测 VR 健身游戏《超自然》的两种中等强度模式("流 "和 "拳击")的能量消耗:间接热量测定法用于检测年轻(平均年龄 25.42 岁,标准差 3.25 岁)、活跃的个体(女性 12 人,男性 11 人)在中等强度的 "流 "和 "拳击 "游戏模式中相对和客观的最大耗氧量(VO2 max)、任务代谢当量(METs)和消耗的卡路里。此外,还使用三轴腰部加速度计、苹果智能手表和 VR 头显对 MET 和卡路里进行了比较。比赛前后的情绪状态使用简短的 "情绪状态概况问卷 "进行评估。采用配对双尾 t 检验来检查游戏模式、性别和运动前后的差异:客观和相对最大 VO2 分别为 1.93(标准差 0.44)升/分钟和 27.61(标准差 5.60)毫升/千克/分钟。流水(平均 8.2,SD 1.54 METs)和拳击(平均 7.6,SD 1.66 METs)都属于高能量消耗的剧烈活动。加速计和 VR 头显的卡路里消耗数据与代谢车的数据有显著差异。从运动前到运动后的情绪变化与中强度到高强度体育活动的预期值一致,"Flow "和 "Boxing "两种模式的参与者都表示感觉更 "活跃"、"充满活力"、"精力充沛 "和 "活泼"(P2);没有观察到其他性别差异:结论:《超自然》的 "流"(Flow)和 "拳击"(Boxing)游戏模式都属于剧烈运动,具有促进身心健康的潜力。Supernatural 可能是 VO2 训练计划中的一种有效运动模式。
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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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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