Ciążyńska Julia, Janowski Michał, Maciaszek Janusz
Department of Physical Activity and Health Promotion Science, Poznan University of Physical Education, Poznan, Poland.
Department of Athletics, Strength and Conditioning, Poznan University of Physical Education, Poznan, Poland.
JMIR Serious Games. 2022 Nov 29;10(4):e41234. doi: 10.2196/41234.
Many young adults do not reach the World Health Organization's minimum recommendations for the amount of weekly physical activity. The virtual reality 3D head-mounted display (VR 3D HMD) exergame is a technology that is more immersive than a typical exercise session. Our study considers gender differences in the experience of using VR games for increasing physical activity.
The aim of this study was to examine the differences in the effects of VR 3D HMD gaming in terms of immersion, simulator sickness, heart rate, breathing rate, and energy expenditure during two 30-minute sessions of playing an exergame of increasing intensity on males and females.
To examine the effects of the VR 3D HMD exergame, we experimented with 45 participants (23 males and 22 females) exercising with VR 3D HMD Oculus Quest 1, hand controllers, and Zephyr BioHarness 3.0. Players exercised according to the Audio Trip exergame. We evaluated the immersion levels and monitored the average heart rate, maximum heart rate, average breathing rate, maximum breathing rate, and energy expenditure in addition to simulator sickness during two 30-minute exergame sessions of increasing intensity.
Audio Trip was well-tolerated, as there were no dropouts due to simulator sickness. Significant differences between genders were observed in the simulator sickness questionnaire for nausea (F=0.80; P=.046), oculomotor disorders (F=2.37; P=.010), disorientation (F=0.92; P=.040), and total of all these symptoms (F=3.33; P=.04). The measurements after the first 30-minute VR 3D HMD exergame session for all the participants showed no significant change compared to the measurements before the first 30-minute exergame session according to the total score. There were no gender differences in the immersion (F=0.02; P=.90), but the measurements after the second 30-minute exergame session showed an increase in the average points for immersion in women and men. The increase in the level of immersion in the female group was higher than that in the male group. A significant difference between genders was observed in the average breathing rate (F=1.44; P=.04), maximum breathing rate (F=1.15; P=.047), and energy expenditure (F=10.51; P=.001) measurements. No gender differences were observed in the average heart rate and maximum heart rate measurements in the two 30-minute sessions.
Our 30-minute VR 3D HMD exergame session does not cause simulator sickness and is a very immersive type of exercise for men and women users. This exergame allows reaching the minimum recommendations for the amount of weekly physical activity for adults. The second exergame session resulted in simulator sickness in both groups, more noticeably in women, as reflected in the responses in the simulator sickness questionnaire. The gender differences observed in the breathing rates and energy expenditure measurements can be helpful when programming VR exergame intensity in future research.
许多年轻人未达到世界卫生组织关于每周身体活动量的最低建议。虚拟现实3D头戴式显示器(VR 3D HMD)健身游戏是一种比典型锻炼更具沉浸感的技术。我们的研究探讨了使用VR游戏增加身体活动体验中的性别差异。
本研究的目的是在两个30分钟的渐强健身游戏环节中,考察男性和女性在使用VR 3D HMD游戏时,在沉浸感、模拟器不适、心率、呼吸频率和能量消耗方面的效果差异。
为考察VR 3D HMD健身游戏的效果,我们对45名参与者(23名男性和22名女性)进行了实验,他们使用VR 3D HMD Oculus Quest 1、手持控制器和Zephyr BioHarness 3.0进行锻炼。玩家按照《音频之旅》健身游戏进行锻炼。在两个30分钟的渐强健身游戏环节中,我们评估了沉浸程度,监测了平均心率、最高心率、平均呼吸频率、最高呼吸频率、能量消耗以及模拟器不适情况。
《音频之旅》的耐受性良好,没有因模拟器不适而退出的情况。在模拟器不适问卷中,在恶心(F = 0.80;P = 0.046)、动眼障碍(F = 2.37;P = 0.010)、定向障碍(F = 0.92;P = 0.040)以及所有这些症状的总和(F = 3.33;P = 0.04)方面,观察到了显著的性别差异。根据总分来看,所有参与者在第一个30分钟的VR 3D HMD健身游戏环节后的测量结果与第一个30分钟健身游戏环节前的测量结果相比,没有显著变化。在沉浸感方面没有性别差异(F = 0.02;P = 0.90),但在第二个30分钟健身游戏环节后的测量结果显示,男性和女性的沉浸平均得分都有所增加,女性组的沉浸程度增加高于男性组。在平均呼吸频率(F = 1.44;P = 0.04)、最高呼吸频率(F = 1.15;P = 0.047)和能量消耗(F = 10.51;P = 0.001)测量中观察到了显著的性别差异。在两个30分钟环节的平均心率和最高心率测量中未观察到性别差异。
我们30分钟的VR 3D HMD健身游戏环节不会导致模拟器不适,对男性和女性用户来说都是一种非常具有沉浸感的锻炼方式。这种健身游戏能够达到成年人每周身体活动量的最低建议。第二个健身游戏环节在两组中都导致了模拟器不适,在模拟器不适问卷的回答中,女性更为明显。在呼吸频率和能量消耗测量中观察到的性别差异,在未来研究中对VR健身游戏强度进行编程时可能会有所帮助。