Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study (Preprint) DOI
Tabitha V. Craig, Ryan E. Rhodes, Wuyou Sui

et al.

Published: Oct. 26, 2023

BACKGROUND The effectiveness of virtual reality (VR) fitness games as a form moderate to vigorous physical activity has yet be thoroughly quantified through gold standard energy expenditure measures. OBJECTIVE purpose this study was examine the 2 medium-intensity modes (“Flow and “Boxing”) VR game, Supernatural, using indirect calorimetry. METHODS Indirect calorimetry used relative objective maximal oxygen consumption (VO<sub>2</sub> max), metabolic equivalents task (METs), calories burned during bouts both Flow Boxing gameplay in young (mean age 25.42, SD 3.25 years), active individuals (n=12 female n=11 male). METs were also compared triaxial waist-worn accelerometer, an Apple smartwatch, headset. Mood states assessed pre- postbout shortened Profile States Questionnaire<i>.</i> Paired 2-tailed <i>t</i> tests differences game modes, between sexes, pre-post exercise sessions. RESULTS Objective VO<sub>2</sub> max averaged 1.93 (SD 0.44) L/min 27.61 5.60) mL/kg/min, respectively, modes. 8.2, 1.54 METs) 7.6, 1.66 are classified high expenditure, activities. Calorie data accelerometer headset differed significantly from cart. changes post consistent with expected values for moderate- vigorous-intensity activity, participants reporting that they felt more “active,” “full pep,” “vigorous,” “lively” (<i>P</i>&lt;.05) following bouts. Male reported higher (VO<sub>2</sub>) modes; no other sex-specific observed. CONCLUSIONS Both Supernatural classify demonstrate potential promote mental health benefits. may effective modality training program.

Language: Английский

Virtual Reality High-Intensity Interval Training is a Viable Alternative to Traditional Exercise (Preprint) DOI Creative Commons
Pietro Merola,

Marcos Barros Cardoso,

Gabriel Barreto

et al.

JMIR Serious Games, Journal Year: 2024, Volume and Issue: 13, P. e63461 - e63461

Published: Oct. 9, 2024

Abstract Background This study evaluated the effectiveness of a virtual reality (VR) high-intensity interval training (HIIT) boxing protocol compared to traditional circuit (HICT) in improving exercise motivation, engagement, and physiological responses among 30 healthy medical students. Objective The purpose was compare VR HIIT protocol, which involved using an Oculus Quest 2 for futuristic exoskeleton game experience, with 12-exercise HICT. Methods In total, students engaged both HIIT, Metrics included heart rate (HR) blood lactate levels before after alongside ratings perceived exertion Situational Motivation Scale. Results showed significantly higher mean HR (mean 161, SD 15 vs 144, 11 bpm; d =1.5; P <.001), peak 182, 176, =0.8; =.001), 16, 15, 2; =0.4; =.03). Postexercise were HICT 8.8, 4.5 10.6, 3.0 mmol/L; =0.6; =.006). Intrinsic motivation other psychological measures no significant differences, except lower fatigue ( =0.5; =.02). Conclusions enhances parameters while maintaining intrinsic making it viable alternative However, short-term nature this is limitation, future research should explore long-term engagement therapeutic impacts diverse clinical populations.

Language: Английский

Citations

0

Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical Trial DOI Creative Commons
Mshari Alghadier,

Taif Alharbi,

Nada Almasoud

et al.

Life, Journal Year: 2024, Volume and Issue: 14(12), P. 1651 - 1651

Published: Dec. 12, 2024

Background: Virtual reality (VR) is an emerging technology that proving to be effective in encouraging physical activity (PA) and improving health. Although regular PA has many advantages, inactivity continues a significant global health concern. Using ActivPAL for assessment, this study examines the effects of active video game (AVG) using VR on cognitive function among female university students. Methods: We randomly divided 44 sedentary students (mean age 21.3 years, SD 1.12 years) into two groups, control group group. During period, was required play Beat Saber 20 min, while remain quiet. Their performance evaluated Montreal Cognitive Assessment (MoCA)—Arabic version pre- post-test, level intensity were tracked ActivPAL. Results: There difference between MoCA total score pre-test = 22.3, 2.25) post-test 23.4, 2.48), t (23) 1.87, p 0.03. The significantly influenced naming, abstraction, orientation components scale (all ≤ 0.05). generated by equivalent moderate-to-vigorous PA, with mean 4.98 metabolic equivalents task (MET) (SD 1.20). Conclusions: improved ability compared group, suggesting games have positive impact function. Physically inactive been found benefit from terms their

Language: Английский

Citations

0

Cognitive Declines with Pupil Constriction Independent of Subjective Fatigue During Prolonged Esports Across Players Expertise DOI Open Access
Takashi Matsui, Shion Takahashi, Genta Ochi

et al.

Published: Nov. 9, 2023

Cognitive fatigue, a transient cognitive decline, stemming from extended mental and physical activities is well established in conventional contexts. However, its manifestation self-awareness during digital pursuits as an integrated style of mental/physical activity, notably electric sports (esports), remain underexplored. Here we show that, using virtual football representative model for esports, prolonged esports cause fatigue with pupil constriction, independent subjective across players’ expertise. The casual hardcore players engaged intensive 3 hours gaming session. Subjective reports remained unchanged up to 2 but increased at the conclusion, inversely linked their enjoyment reports, both players. Executive function assessed by flanker interference decreased after accuracy task players, despite initial edge. Pupil diameter correlated performance diverged Our findings clearly suggest disparity between actual decline awareness transcending levels player constriction potential neurobiological marker that integrates divergent engagement.

Language: Английский

Citations

1

Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study (Preprint) DOI
Tabitha V. Craig, Ryan E. Rhodes, Wuyou Sui

et al.

Published: Oct. 26, 2023

BACKGROUND The effectiveness of virtual reality (VR) fitness games as a form moderate to vigorous physical activity has yet be thoroughly quantified through gold standard energy expenditure measures. OBJECTIVE purpose this study was examine the 2 medium-intensity modes (“Flow and “Boxing”) VR game, Supernatural, using indirect calorimetry. METHODS Indirect calorimetry used relative objective maximal oxygen consumption (VO<sub>2</sub> max), metabolic equivalents task (METs), calories burned during bouts both Flow Boxing gameplay in young (mean age 25.42, SD 3.25 years), active individuals (n=12 female n=11 male). METs were also compared triaxial waist-worn accelerometer, an Apple smartwatch, headset. Mood states assessed pre- postbout shortened Profile States Questionnaire<i>.</i> Paired 2-tailed <i>t</i> tests differences game modes, between sexes, pre-post exercise sessions. RESULTS Objective VO<sub>2</sub> max averaged 1.93 (SD 0.44) L/min 27.61 5.60) mL/kg/min, respectively, modes. 8.2, 1.54 METs) 7.6, 1.66 are classified high expenditure, activities. Calorie data accelerometer headset differed significantly from cart. changes post consistent with expected values for moderate- vigorous-intensity activity, participants reporting that they felt more “active,” “full pep,” “vigorous,” “lively” (<i>P</i>&lt;.05) following bouts. Male reported higher (VO<sub>2</sub>) modes; no other sex-specific observed. CONCLUSIONS Both Supernatural classify demonstrate potential promote mental health benefits. may effective modality training program.

Language: Английский

Citations

0