University of New Mexico Health Sciences Center.
University of Minnesota-Twin Cities.
Res Q Exerc Sport. 2022 Sep;93(3):633-639. doi: 10.1080/02701367.2021.1891188. Epub 2021 Oct 18.
: Current evidence regarding the use of commercially available immersive virtual reality (VR) headsets and compatible VR exercise apparatus in the promotion of individuals' physical activity (PA) is lacking. This exploratory study investigated the acute effects of a VirZoom VR exercise bike (vBike) on college students' physical responses compared to an exergaming bike (eBike) and a traditional stationary exercise bike (tBike). : Forty-eight college students (34 females, X = 23.58 ± 3.39; X = 23.81 ± 3.57) completed three separate 20-minute cycling sessions on the vBike, eBike, and tBike in a counterbalanced order. Outcomes included rating of perceived exertion (RPE), assessed at 4-minute intervals throughout each cycling session, and overall PA, operationalized as pedal revolution counts (PRC) during each session. : Linear models indicated significant group differences between exercise modalities for RPE ( (2,138) = 14.76-27.30, all < .001, = 0.17-0.27) and PRC ( (2,138) = 74.862, < .001, = 0.48). Pairwise comparisons revealed that RPE was reported significantly higher at each time point (i.e., 4th minute, 8th minute, 12th minute, 16th minute, and 20th minute) during the tBike session vs. the vBike and eBike sessions ( < .001) and that participants had higher PRC during the vBike session vs. the eBike and tBike sessions ( < .001). : A commercially available VR exercise bike would trigger greater overall PA as compared to exergaming and traditional cycling while being perceived less intense. Future intervention studies conducted in real-world settings to determine cause and effect relationship are warranted.
目前缺乏关于在促进个体身体活动(PA)方面使用市售沉浸式虚拟现实(VR)耳机和兼容的 VR 运动设备的证据。本探索性研究比较了 VirZoom VR 健身车(vBike)与电子游戏健身车(eBike)和传统固定健身车(tBike)对大学生身体反应的急性影响。
48 名大学生(34 名女性,X=23.58±3.39;X=23.81±3.57)以平衡方式先后在 vBike、eBike 和 tBike 上完成了三次 20 分钟的骑行。结果包括在每个骑行过程中每 4 分钟评估一次感知用力(RPE),以及每次骑行过程中的总 PA,用踏板旋转次数(PRC)来表示。
线性模型表明,在 RPE( (2,138)=14.76-27.30,所有<0.001,=0.17-0.27)和 PRC( (2,138)=74.862,<0.001,=0.48)方面,运动模式之间存在显著的组间差异。两两比较显示,在 tBike 骑行过程中的每个时间点(即第 4 分钟、第 8 分钟、第 12 分钟、第 16 分钟和第 20 分钟),RPE 报告显著更高(<0.001),与 vBike 和 eBike 骑行过程相比,参与者在 vBike 骑行过程中的 PRC 更高(<0.001)。
与电子游戏和传统自行车相比,市售 VR 健身车会引发更高的整体 PA,同时被感知为强度更低。在现实环境中进行的未来干预研究,以确定因果关系是必要的。