Опубликована: Ноя. 6, 2024
Язык: Английский
Опубликована: Ноя. 6, 2024
Язык: Английский
Опубликована: Май 11, 2024
Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body research explores XR exergames, no previous review has structured this rapidly expanding landscape. We conducted scoping current state exergame (i) provide overview, (ii) highlight trends, and (iii) uncover knowledge gaps. After identifying 1318 papers in human-computer interaction medical databases, we ultimately included 186 our analysis. quantitative qualitative summary research, showing trends potential future considerations. Finally, taxonomy help design methodological investigation reporting.
Язык: Английский
Процитировано
9Health and Technology, Год журнала: 2025, Номер unknown
Опубликована: Янв. 10, 2025
Язык: Английский
Процитировано
1International Journal of Environmental Research and Public Health, Год журнала: 2025, Номер 22(2), С. 195 - 195
Опубликована: Янв. 29, 2025
Childhood obesity is a critical public health issue linked to long-term complications like type 2 diabetes and cardiovascular disease. This narrative review aimed examine the effectiveness of virtual reality (VR)-based interventions in supporting key components treatment—physical activity (PA), nutrition education, behavior change—particularly children under 12. Using intensive lifestyle treatment (IHBLT) approach, we synthesized findings from studies published between 2014 2024. Of reviewed, only one study met inclusion criteria, showing that VR-based effectively increased light-intensity PA reduced sedentary children, though these effects were not sustained long-term. The scarcity limits generalizability findings, emphasizing need for caution interpretation. Our highlights significant gap literature regarding VR’s role childhood treatment. Future research should explore efficacy VR promoting PA, enhancing changes. Expanding this evidence base vital developing accessible engaging tailored young children. Addressing could enhance options, offering innovative effective strategies improve outcomes vulnerable population.
Язык: Английский
Процитировано
1Frontiers in Digital Health, Год журнала: 2024, Номер 6
Опубликована: Апрель 8, 2024
Introduction Virtual reality (VR) exercises are reportedly beneficial as a physical activity tool for health promotion and rehabilitation, can also help individuals exercise under professional supervision. We developed investigated the potential feasibility of VR-based aerobic program using XBOX ONE console Kinect sensor with real-time pulse rate monitoring. The VR setting consisted two-dimensional (2D) environments via computer, laptop, or television screens. In addition, study on hemodynamic response arterial stiffness in healthy participants various ages. Methods Healthy ( n = 30) aged > 18 years were enrolled exercise-based program. All required to wear polar heart (HR) monitor set moderate-intensity exercise, targeting 40%–59% their HR reserve. Hemodynamic (pulse wave velocity) noninvasively measured. Borg scale perceived exertion (RPE) was assessed. Results Following VR-guided routine, all performed no adverse outcomes during after exercise. effects extended beyond enhanced central stiffness. However, neither nor showed significant differences before except higher RPE following Conclusion monitoring is promising induce physiological changes impact dyspnea scales feasible administration populations.
Язык: Английский
Процитировано
4Journal of Functional Morphology and Kinesiology, Год журнала: 2025, Номер 10(1), С. 56 - 56
Опубликована: Фев. 4, 2025
Background/Objectives: The practice of physical activity contributes to obtaining adequate values body composition and fitness, which is beneficial for people's health. However, a large part the adult population does not comply with recommendations activity, due factors such as lack time nearby sports venues. Immersive virtual reality tool that allows individuals immerse themselves in simulated world perceive visual, auditory, tactile sensations. Its use interventions favors exercise situations that, space, could be limited real life. objective this case report measure impact on fitness an program executed through immersive reality. Methods: design study quantitative approach developed intervention was evaluated considering fat muscle components, cardiorespiratory speed-agility, hand grip strength, pre- post-testing. based lasted 8 weeks. subject 24-year-old man, second-year student Pedagogy Physical Education at Chilean university, no previous experience tool. Results: results indicate decreased component slightly improved musculature, while speed-agility improved, but manual strength decreased. Conclusions: It concluded training proves can promote improvements fitness; it necessary carry out more research validate potential instrument means contributing health population.
Язык: Английский
Процитировано
0Frontiers in Physiology, Год журнала: 2025, Номер 16
Опубликована: Апрель 3, 2025
Physical inactivity or lack of physical activity has become an increasingly widespread and important global public health problem. Along with technological developments, the interest in e-sports is also increasing. Virtual reality (VR) games applied within scope include movements by nature, which encourages players to move more be active. This study aimed compare VR mobile regarding physiologic load. Twenty-two (13 males, 9 females) healthy university students a mean age 21.72 ± 1.39 years, height 171.59 9.12 cm, body weight 64.95 13.35 kg, who did not smoke, play sports professionally, have chronic diseases, voluntarily participated study. Participants were randomly assigned active video game using virtual headset (MO) on smartphone for 2 days. The duration was determined as 15 min. temperature participants before after heart rate (HR) values during measured from beat beat. A non-contact infrared thermometer used measuring temperature, telemetric device HR measurements. When MO compared no intra- inter-group differences observed. Regarding HR, HRmean, HRmax, HRtotal statistically significantly higher than games. In addition, analyses performed according time spent percentage maximal rate, it observed that longer below Under Very Light (UVL). On contrary, at Above (AVL). As result, parameters all levels, suggesting may effective tool activity-based gaming experiences.
Язык: Английский
Процитировано
0British Journal of Sports Medicine, Год журнала: 2025, Номер unknown, С. bjsports - 110053
Опубликована: Апрель 16, 2025
Язык: Английский
Процитировано
0Retos, Год журнала: 2024, Номер 55, С. 804 - 815
Опубликована: Апрель 29, 2024
En el panorama contemporáneo, los videojuegos han evolucionado de simples pasatiempos a formas entretenimiento interactivas y envolventes que abarcan una amplia gama géneros plataformas. Sin embargo, esta evolución también ha suscitado preocupaciones sobre aumento las conductas sedentarias entre niños en edad escolar, lo podría contribuir problemas salud como la obesidad infantil otras enfermedades relacionadas con estilo vida. El objetivo este estudio fue establecer impacto activos escolar institución educativa peruana. es enfoque cuantitativo se adoptó un diseño no experimental, tipo aplicada nivel explicativo. La muestra seleccionada mediante muestreo probabilístico intencional, compuesto por 121 estudiantes segundo, tercero cuarto grado primaria peruana padres familia. Para recoger datos utilizó cuestionario. Los resultados indican que, uso alcanzó 39.67% (48) participantes presentaron medio. Respecto variable conducta sedentaria, encontró 45.45% (55) bajo. Se concluye al examinar coeficiente regresión lineal R, sitúa 0.274, comprueba tienen del 27.4% sedentarias. Palabras clave: activos, sedentarias, actividad física, interacción social, salud. Abstract. In the contemporary landscape, video games have evolved from simple pastimes to interactive and immersive forms of entertainment that span wide range genres platforms. However, this development has also raised concerns about increase in sedentary behaviors among school-age children, which could contribute health problems such as childhood obesity other lifestyle diseases. The objective study was establish impact active on children Peruvian educational institution. quantitative approach non-experimental design, applied explanatory level, adopted. sample selected through intentional non-probabilistic sampling, composed second, third fourth grade students institution their parents. questionnaire used collect data. results indicate use reached participants presented medium level. Regarding behavior variable, it found low It is concluded when examining linear regression coefficient stands at an behaviors. Keywords: games, behaviors, physical activity, social interaction, health.
Процитировано
2Healthcare, Год журнала: 2023, Номер 11(17), С. 2399 - 2399
Опубликована: Авг. 26, 2023
Evidence suggests that moderate to vigorous physical activity (MVPA) is necessary for health benefits. Immersive virtual reality a technology uses images, sounds, and tactile sensations from simulated world encourage healthy behaviours activity. The aims of this research are (1) determine the duration intensity performed through immersive reality; (2) differences in according gender. Methods: A nonprobabilistic convenience sample composed 39 university students education pedagogy, who performed, reality, programme three levels progressively increased complexity. Physical was measured using accelerometers. Results: Of levels, most complex not one produced minutes MVPA. added up 08:53 min No significant were found when comparing them by sex. Conclusions: results study suggest an exercise delivered generates MVPA with no major between sexes. Further needed confirm contribution
Язык: Английский
Процитировано
6Retos, Год журнала: 2023, Номер 50, С. 1129 - 1133
Опубликована: Сен. 12, 2023
Objective: Nowadays, the implemenatation of technology shows enhancement in sports such as VR. However, effectiveness VR increasing level engagement and technical skills football athletes still need to be studied further, which is gap this study. This study aims identify effect on junior athletes. Methods: adopted a randomized control trial for 12 weeks. Forty male from Yogyakarta State University (Indonesia) were involved Sports was measured with Sport Engagement Scale through shooting passing tests. The Mann–Whitney U test used difference values each variable. Results: main findings showed that increased (p<0.05) (p<0.05). Conclusion: Thus, highlights importance it proven contibuted positive power change skills. Keywords: Athlete performance, sport technology, competitive
Язык: Английский
Процитировано
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