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头戴式显示器虚拟现实游戏中的身体活动强度、主观用力感觉和愉悦感

Physical Activity Intensity, Perceived Exertion, and Enjoyment During Head-Mounted Display Virtual Reality Games.

作者信息

Evans Eric, Naugle Keith E, Kaleth Anthony S, Arnold Brent, Naugle Kelly M

机构信息

Department of Health Services Administration, School of Health Professions, University of Alabama at Birmingham, Birmingham, Alabama, USA.

Department of Kinesiology, School of Health and Human Sciences, Indiana University-Purdue University Indianapolis, Indianapolis, Indiana, USA.

出版信息

Games Health J. 2021 Oct;10(5):314-320. doi: 10.1089/g4h.2021.0036. Epub 2021 Aug 27.

DOI:10.1089/g4h.2021.0036
PMID:34449262
Abstract

The purpose of this study was to determine the following: (1) the level of physical activity (PA) achieved during commercial active virtual reality (VR) games, and (2) which active VR games elicit higher enjoyment levels in young, healthy adults. Thirty-six participants completed four study sessions, each devoted to playing one of the following head-mounted display VR games for 15 minutes: Beat Saber (BS), Holopoint (HP), Hot Squat (HS), and Relax Walk VR. PA intensity measures included percentage of heart rate reserve (%HRR), ratings of perceived exertion (RPE), and accelerometry. Enjoyment was measured with the Physical Activity Enjoyment Scale (PACES) following each gaming session. Mixed-model analysis of variances were used to analyze the outcome measures. The analyses showed that HS elicited significantly higher %HRR and RPE than BS, HP, and Relax Walk. HS was the only game to reach moderate intensity via %HRR. Accelerometer data showed that time in whole-body moderate-to-vigorous physical activity (MVPA) for HS was significantly greater than HP, which was greater than BS and Relax Walk. Also, males exhibited significantly more whole-body and upper limb MVPA compared with females during gameplay. BS and HP were rated significantly more enjoyable than HS and Relax Walk. Results from this study suggest that active VR games can elicit varying degrees of PA intensity levels in young healthy adults, with HS eliciting moderate intensity activity. The games rated highest in enjoyment required mostly arm movement and a perceived light exertion. ClinicalTrials: NCT04221139.

摘要

本研究的目的是确定以下内容

(1)在商业主动虚拟现实(VR)游戏中达到的身体活动(PA)水平,以及(2)哪些主动VR游戏能在年轻健康成年人中引发更高的享受水平。三十六名参与者完成了四个研究环节,每个环节专门玩以下头戴式显示VR游戏之一15分钟:《节奏光剑》(BS)、《全息点射》(HP)、《热深蹲》(HS)和《轻松漫步VR》。PA强度测量包括心率储备百分比(%HRR)、主观用力程度分级(RPE)和加速度测量。每个游戏环节后,使用身体活动享受量表(PACES)测量享受程度。采用方差混合模型分析来分析结果指标。分析表明,与BS、HP和《轻松漫步》相比,HS引发的%HRR和RPE显著更高。HS是唯一通过%HRR达到中等强度的游戏。加速度计数据显示,HS在全身中度至剧烈身体活动(MVPA)中的时间显著长于HP,HP又长于BS和《轻松漫步》。此外,在游戏过程中,男性的全身和上肢MVPA明显多于女性。BS和HP的享受评分显著高于HS和《轻松漫步》。本研究结果表明,主动VR游戏可以在年轻健康成年人中引发不同程度的PA强度水平,HS引发中等强度活动。享受评分最高的游戏大多需要手臂运动且感觉用力较轻。临床试验:NCT04221139。

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