Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 40-065 Katowice, Poland.
Department of Physiological and Medical Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 40-065 Katowice, Poland.
Int J Environ Res Public Health. 2020 Nov 1;17(21):8051. doi: 10.3390/ijerph17218051.
Immersive virtual reality (IVR) is a technology that blurs the line between the physical world and a digital environment. Using appropriate pointing devices, it is possible to engage in physical activity (PA). The main aim of the study was to assess the attractiveness and intensity of physical exercise while playing active video games (AVGs) in IVR on an omnidirectional treadmill by obese children and to present the results compared to health recommendations (PA). It was also assessed whether the AVGs storyline can effectively motivate the participants to undertake locomotor activity by increasing the intensity of their effort (moving in a limited space vs. having to follow a set route). Eleven children aged 8 to 12 years with diagnosed obesity participated in the experiment. The attractiveness of PA was assessed with a questionnaire, while the intensity of exercise was estimated on the basis of heart rate. The answers show that AVGs are attractive and more enjoyable for the respondents than conventional video games. All participants declared their willingness to practice this form of PA. The intensity of PA of obese children during two games was high but during the game where the player was supposed to follow a set route, it was significantly higher (83.3 ± 9.2% HRmax) than during the game whose storyline assumed moving in a limited space (77.4 ± 9.8% HRmax). Due to the high intensity of PA while playing the AVGs studied, it can be assumed that obese children can benefit for their health if the games are used on a regular basis. However, further research is needed to verify this thesis.
沉浸式虚拟现实 (IVR) 是一种模糊物理世界和数字环境之间界限的技术。使用适当的指向设备,可以进行身体活动 (PA)。本研究的主要目的是评估肥胖儿童在全方位跑步机上玩主动视频游戏 (AVG) 时进行 IVR 身体活动的吸引力和强度,并将结果与健康建议 (PA) 进行比较。还评估了 AVG 的故事情节是否可以通过增加参与者的努力强度(在有限的空间中移动与必须遵循设定路线)来有效地激励参与者进行运动活动。11 名年龄在 8 至 12 岁之间被诊断为肥胖的儿童参加了实验。通过问卷调查评估 PA 的吸引力,同时根据心率估计运动强度。答案表明,AVG 对受访者来说比传统视频游戏更具吸引力和趣味性。所有参与者都表示愿意进行这种形式的 PA。两名肥胖儿童在两款游戏中的 PA 强度很高,但在玩家需要遵循设定路线的游戏中,强度明显更高(83.3 ± 9.2% HRmax),而在故事情节假设在有限空间中移动的游戏中,强度为 77.4 ± 9.8% HRmax)。由于玩所研究的 AVG 时 PA 强度很高,可以假设如果定期使用游戏,肥胖儿童可以从中受益于他们的健康。然而,需要进一步的研究来验证这一论点。