Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-04-01 DOI:10.2196/66593
Brenden Boots, Daniel Berg, Easton Hewitt, Keith Naugle, Kelly Naugle
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引用次数: 0

Abstract

Background: Virtual reality (VR) active gaming is growing in popularity, but little is known about physical activity during gameplay. Two popular VR games are Gorilla Tag (Another Axiom Inc) and Beat Saber (Beat Games). Little is known about physical activity during these games in youth.

Objective: The purpose of this study was to investigate the enjoyment, intensity, and amount of physical activity while playing Gorilla Tag and Beat Saber in early adolescent youth.

Methods: Sixteen participants, 13 males and 3 females with an average age of 10.7 (SD 0.34) years, played 2 VR games (Gorilla Tag and Beat Saber) in a single session. Both games followed the same procedure: a maximum of 10-minute familiarization period, 5 minutes of rest, 15 minutes of gameplay, and 10 minutes of rest. Participants wore a heart rate monitor to track heart rate reserve (%HRR) and accelerometers on the wrist and waist to monitor time in sedentary activity, light physical activity, and moderate to vigorous physical activity of the arm and whole body. The Physical Activity Enjoyment Scale-Child Version (PACES) and ratings of perceived exertion (RPE) were completed after each game. Dependent t tests compared measures between games.

Results: The results revealed that average and maximum %HRR were significantly higher during Gorilla Tag than during Beat Saber, with heart rate-based physical activity intensity reaching light for Beat Saber and moderate for Gorilla Tag. Arm moderate to vigorous physical activity and whole-body moderate to vigorous physical activity and light physical activity were greater during Gorilla Tag than during Beat Saber. Arm and whole-body sedentary time were significantly lower during Gorilla Tag than during Beat Saber. Gorilla Tag and Beat Saber were rated as highly enjoyable. There were no differences between games for maximum (P=.352) or average (P=.362) RPE. Both games were rated as light intensity for average RPE (Gorilla Tag: mean 4.3, SD 1.9; Beat Saber: mean 4.7, SD 2.3) and moderate intensity for maximum RPE (Gorilla Tag: mean 5.4, SD 1.9; Beat Saber: mean 5.8, SD 2.4).

Conclusions: These results suggest that Beat Saber produced light-intensity physical activity and Gorilla Tag produced light- to moderate-intensity physical activity in early adolescent youth, with both games rated as highly enjoyable.

青少年主动虚拟现实游戏中的身体活动与享受:大猩猩标签与Beat Saber的比较分析
背景:虚拟现实(VR)主动游戏越来越受欢迎,但人们对游戏过程中的身体活动知之甚少。两款流行的VR游戏是Gorilla Tag(另一家公理公司)和Beat Saber (Beat games)。人们对青少年在这些比赛中的身体活动知之甚少。目的:探讨青少年早期玩“大猩猩标签”和“Beat Saber”游戏的乐趣、强度和活动量。方法:16名参与者,13名男性和3名女性,平均年龄为10.7 (SD 0.34)岁,在一次会话中玩2个VR游戏(大猩猩标签和Beat Saber)。这两款游戏都遵循相同的程序:最多10分钟的熟悉期,5分钟的休息时间,15分钟的玩法,10分钟的休息时间。参与者佩戴心率监测器来跟踪心率储备(%HRR),手腕和腰部的加速度计来监测久坐活动、轻度体育活动、手臂和全身的中度到剧烈体育活动的时间。体育活动享受量表-儿童版本(pace)和感知运动评分(RPE)在每次游戏后完成。依赖检验比较了游戏间的度量。结果:结果表明,大猩猩标签训练的平均HRR和最大HRR显著高于Beat Saber训练,基于心率的体力活动强度在Beat Saber训练中达到轻度,而在大猩猩标签训练中达到中度。在大猩猩标签期间,手臂中度至剧烈体力活动、全身中度至剧烈体力活动和轻度体力活动的比例高于Beat Saber期间。在大猩猩标签期间,手臂和全身的久坐时间明显低于在Beat Saber期间。大猩猩标签和Beat Saber被评为非常有趣。在最大RPE (P=.352)或平均RPE (P=.362)方面,游戏之间没有差异。两款游戏的平均RPE均被评为轻强度游戏(大猩猩标签:平均4.3,SD 1.9;Beat Saber:平均4.7,SD 2.3)和中等强度的最大RPE(大猩猩标签:平均5.4,SD 1.9;《Beat Saber》:平均5.8,SD 2.4)。结论:这些结果表明,在青少年早期,《Beat Saber》和《Gorilla Tag》产生了轻度到中等强度的身体活动,这两种游戏都被评为非常愉快的。
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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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