Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA.
School of Medicine, California University of Science and Medicine, Colton, California, USA.
Games Health J. 2021 Oct;10(5):361-369. doi: 10.1089/g4h.2021.0031. Epub 2021 Aug 17.
To measure metabolic and physiological demand, subjective fatigue, and enjoyment during a signature 30-minute immersive virtual reality (IVR) adaptive cable resistance exergaming session. Fourteen healthy college-aged individuals (seven females) were initially acquainted with the IVR equipment and gameplay dynamics. Participants then underwent a 30-minute IVR exergaming session performing six different cable resistance exercises. A portable metabolic gas exchange analyzer concurrently assessed energy expenditure (EE) through indirect calorimetry while a chest-worn monitor captured heart rate (HR). Participants subsequently completed questionnaires, including the Borg scale for rating of perceived exertion (RPE), Physical Activity Enjoyment Scale (PACES), and Simulator Sickness Questionnaire (SSQ). The mean EE, mean metabolic equivalent, and average total calories expended during the 30-minute session were 14.7 (standard deviation [SD] 2.8) kcal/minute, 12.9 (SD 0.5), and 440 (SD 84) kcals respectively. The mean HR was 176 (SD 3.1) beats per minute (bpm) with a mean max HR of 188 SD (SD 2.9) bpm. The combined training volume among all participants was 16,102 kg (SD 4137). Participants classified the IVR training session to be "somewhat hard-to-hard" with a RPE score of 14 (SD 1) while indicating the session to be "enjoyable" with a PACES score of 4.31 (SD 0.36). The participants did not report any cybersickness symptoms, demonstrating an average total SSQ score of 24.04 (SD 24.13). IVR exergaming incorporating cable resistance training elicits high EE and physiological demand with high enjoyment scores while attenuating perceived fatigue. The potential for IVR to elicit these acute training effects over long-term training periods warrants further investigation into its contribution to fitness and health.
测量代谢和生理需求、主观疲劳和在 30 分钟沉浸式虚拟现实 (IVR) 适应性电缆阻力健身游戏期间的享受。最初,14 名健康的大学生(7 名女性)熟悉了 IVR 设备和游戏动态。然后,参与者进行了 30 分钟的 IVR 健身游戏,进行了 6 种不同的电缆阻力练习。便携式代谢气体交换分析仪通过间接热量测量同时评估能量消耗 (EE),而胸部佩戴的监视器则捕获心率 (HR)。参与者随后完成了问卷,包括 Borg 等级量表用于感知的努力 (RPE)、身体活动享受量表 (PACES) 和模拟器疾病问卷 (SSQ)。30 分钟会议期间的平均 EE、平均代谢当量和平均总卡路里消耗分别为 14.7(标准差 [SD] 2.8)千卡/分钟、12.9(SD 0.5)和 440(SD 84)千卡。平均 HR 为 176(SD 3.1)bpm,平均最大 HR 为 188 SD(SD 2.9)bpm。所有参与者的平均训练量为 16,102 千克(SD 4137)。参与者将 IVR 训练课程评为“有点难到难”,RPE 得分为 14(SD 1),同时表示 PACES 得分为 4.31(SD 0.36),课程很愉快。参与者没有报告任何网络病症状,平均总 SSQ 得分为 24.04(SD 24.13)。结合电缆阻力训练的 IVR 健身游戏可引起高 EE 和生理需求,同时获得高享受分数,而降低感知疲劳。IVR 引发这些急性训练效果的潜力在长期训练期间值得进一步研究,以了解其对健康和健康的贡献。