积极的虚拟现实游戏:将 8-12 岁青少年的能量消耗、游戏体验和晕机现象与传统游戏和运动进行比较。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Chandler A Godfrey, Jennifer Flynn Oody, Scott A Conger, Jeremy A Steeves
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引用次数: 0

摘要

研究目的本研究的目的是:(1) 量化青少年在虚拟现实(VR)游戏中的耗氧量(VO2)和心率(HR);(2) 比较 VR 游戏与中等强度阈值的体力活动强度;(3) 量化 VR 游戏与传统游戏相比的游戏体验和晕机感。材料和方法:青少年(N = 28;年龄为 9.4 ± 1.2 岁)完成 10 分钟的游戏条件:坐姿休息、坐姿电子游戏《永远的卡塔马利》(SVG-KF)、跑步机步行(TW)(5.6 km/h,0% 坡度)以及 VR 外部游戏《Beat Saber》(BS)和《Thrill of the Fight》(TOF),同时收集 VO2 和 HR。游戏结束后收集游戏体验和儿童模拟器晕机问卷。结果BS(9.1 ± 3.0 mL/kg/min,119 ± 15 bpm)、TW(17.1 ± 2.4 mL/kg/min,135 ± 15 bpm)和 TOF(16.9 ± 5.4 mL/kg/min,145 ± 19 bpm)的 VO2 和 HR 显著高于休息时(4.2 ± 1.5 mL/kg/min,94 ± 12 bpm)和 SVG-KF(4.3 ± 1.3 mL/kg/min,94 ± 12 bpm)。根据心率和代谢当量(METs),BS 为轻度至中度强度,而 TW 和 TOF 为中度强度。就游戏体验而言,SVG-KF(1.6 ± 1.6)的挑战性低于 BS(3.3 ± 1.0)和 TOF(3.1 ± 1.1)。与 SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1)相比,BS 的视觉效果更令人满意(3.5 ± 0.7 vs 2.7 ± 0.9),但需要更集中的注意力。TOF(3.4 ± 0.8)比 SVG-KF(2.8 ± 0.7)更有趣。两名青少年(7%)出现了晕机症状,但都没有要求停止游戏。眼球运动症状(0.6 ± 0.9)虽然微乎其微,但在两种游戏中都明显高于恶心(0.2 ± 0.5)和迷失方向(0.3 ± 0.6)。结论与传统游戏相比,VR 电子游戏为青少年提供了轻度至中度强度的锻炼、挑战、视觉刺激、注意力和乐趣,但晕机症状极少。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8-12.

Objective: The purpose of this study was to (1) quantify the oxygen consumption (VO2) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. Material and Methods: Youth (N = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5.6 km/h, 0% grade), and VR exergames Beat Saber (BS) and Thrill of the Fight (TOF) while VO2 and HR were collected. Game experience and Child Simulator Sickness Questionnaires were collected after gameplay. Results: VO2 and HR for BS (9.1 ± 3.0 mL/kg/min and 119 ± 15 bpm), TW (17.1 ± 2.4 mL/kg/min and 135 ± 15 bpm), and TOF (16.9 ± 5.4 mL/kg/min and 145 ± 19 bpm) were significantly higher than that at rest (4.2 ± 1.5 mL/kg/min and 94 ± 12 bpm) and for SVG-KF (4.3 ± 1.3 mL/kg/min and 94 ± 12 bpm). BS was light-to-moderate, whereas TW and TOF were of moderate intensity based on HR and metabolic equivalents (METs). For game experience, SVG-KF (1.6 ± 1.6) was less challenging than BS (3.3 ± 1.0) and TOF (3.1 ± 1.1). BS was more visually satisfying (3.5 ± 0.7 vs 2.7 ± 0.9) and required more concentration than SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1). TOF (3.4 ± 0.8) was more fun than SVG-KF (2.8 ± 0.7). Two youths (7%) experienced cybersickness symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9), although minimal, were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games. Conclusions: VR exergames provided light- to moderate-intensity exercise, challenge, visual stimulation, attention, and fun with minimal cybersickness symptoms, compared with conventional gameplay in youth.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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