The effects of competition on exercise intensity and the user experience of exercise, during virtual reality bicycling for healthy adults across the lifespan.

IF 2.8 3区 医学 Q1 REHABILITATION
John L Palmieri, Judith E Deutsch
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引用次数: 0

Abstract

Background: Engaging in regular moderate-to-vigorous exercise is an essential component of promoting longevity and reducing health risks associated with a sedentary lifestyle. However, various barriers can hinder participation in high-intensity exercise. Virtual reality (VR) may enhance exercise adherence by increasing engagement and motivation. Specifically, elements such as visual feedback and competition within VR environments may encourage users to exercise at higher intensities. Though the literature suggests that competitiveness may decrease with age, there is limited research comparing intensity and motivation during competitive exercise across the lifespan. This study aims to compare the effects of visual feedback and competition in a VR bicycling simulation on exercise intensity and user experience (motivation and enjoyment) in middle-aged and older adults and compare them to healthy younger adults.

Methods: Adults aged 45-75 participated in three VR cycling conditions: self-competition, competition against others, and visual feedback. Each condition lasted five minutes, during which exercise intensity and visual attention were continuously recorded. Perceived effort and intrinsic motivation were assessed to evaluate user experience. Results were compared with data from a separate study involving younger adults bicycling in the same simulation.

Results: VR was tolerable for middle-aged and older adults with no age-related differences in tolerability observed. For middle-aged and older adults, competitive conditions led to higher exercise intensity compared to visual feedback while there were no differences in intrinsic motivation, enjoyment or visual attention. Across all 3 conditions, participants focused their attention on the task for > 70% of the trials. Compared to young adults, middle-aged and older adults had a lower raw bicycling cadence in the 2 competitive conditions and higher perception of effort in the visual feedback condition. There were no other age-related differences between the two groups.

Conclusion: This custom VR bicycling simulation effectively guided visual attention, encouraged high-intensity exercise, and was rated favorably among middle-aged and older adults. Therefore, VR bicycling employing competition and visual feedback may be a useful exercise tool regardless of the user's age, particularly for individuals that have self-developmental competitive profiles.

Trial registration: Current Controlled Trials NCT05253703. Registered at ClinicalTrials.Gov on February 10, 2022.

竞争对运动强度和运动用户体验的影响,在整个生命周期的虚拟现实自行车健康的成年人。
背景:定期进行中等到剧烈运动是促进长寿和减少与久坐生活方式相关的健康风险的重要组成部分。然而,各种障碍会阻碍高强度运动的参与。虚拟现实(VR)可以通过增加参与和动力来增强锻炼的坚持性。具体来说,VR环境中的视觉反馈和竞争等元素可能会鼓励用户进行更高强度的锻炼。虽然文献表明竞争力可能会随着年龄的增长而下降,但在整个生命周期中比较竞争性运动的强度和动机的研究有限。本研究旨在比较VR自行车模拟中视觉反馈和竞争对中老年人运动强度和用户体验(动机和享受)的影响,并将其与健康的年轻人进行比较。方法:45-75岁的成年人参加了自我竞争、与他人竞争和视觉反馈三种VR骑行条件。每种情况持续5分钟,在此期间连续记录运动强度和视觉注意力。通过感知努力和内在动机来评估用户体验。研究结果与另一项独立研究的数据进行了比较,该研究涉及在同一模拟中骑自行车的年轻人。结果:VR对中老年人可耐受,耐受性无年龄相关差异。对于中老年人来说,与视觉反馈相比,竞争条件导致更高的运动强度,而内在动机、享受或视觉注意力没有差异。在所有三种情况下,参与者在70%的时间里都把注意力集中在任务上。与年轻人相比,中老年人在两种竞争条件下的原始骑车节奏较低,而在视觉反馈条件下的努力感知较高。两组之间没有其他与年龄相关的差异。结论:该定制VR自行车模拟能有效引导视觉注意力,鼓励高强度运动,在中老年人群中评价良好。因此,采用竞争和视觉反馈的VR自行车可能是一种有用的锻炼工具,无论用户的年龄如何,特别是对于具有自我发展竞争特征的个人。试验注册:当前对照试验NCT05253703。在ClinicalTrials注册。2022年2月10日。
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
BMC Sports Science Medicine and Rehabilitation
BMC Sports Science Medicine and Rehabilitation Medicine-Orthopedics and Sports Medicine
CiteScore
3.00
自引率
5.30%
发文量
196
审稿时长
26 weeks
期刊介绍: BMC Sports Science, Medicine and Rehabilitation is an open access, peer reviewed journal that considers articles on all aspects of sports medicine and the exercise sciences, including rehabilitation, traumatology, cardiology, physiology, and nutrition.
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