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活跃虚拟现实游戏中评估能量消耗和身体活动水平的估计值存在较大差异:简短报告。

Large Estimate Variations in Assessed Energy Expenditure and Physical Activity Levels during Active Virtual Reality Gaming: A Short Report.

机构信息

Department of Sports, Physical Education and Outdoor Studies, University of South-Eastern Norway, 3800 Bø, Norway.

出版信息

Int J Environ Res Public Health. 2023 Jan 14;20(2):1548. doi: 10.3390/ijerph20021548.

DOI:10.3390/ijerph20021548
PMID:36674301
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9863016/
Abstract

The purpose of the study was to compare methods for estimating energy expenditure (EE) and physical activity (PA) intensity during a 30 min session of active virtual reality (VR) gaming. Eight individuals (age = 25.4 ± 2.0 yrs) participated, with a maximal oxygen consumption (VO2max) of 41.3 ± 5.7 mL∙kg−1∙min−1. All tests were conducted over two days. An incremental test to determine the VO2max when running was performed on day 1, while 30 min of active VR gaming was performed on day 2. The instruments used for EE estimations and PA measurements were indirect calorimetry, a heart rate (HR) monitor, and waist- and wrist-worn accelerometer. Compared to indirect calorimetry, waist-worn accelerometers underestimated EE (mean difference: −157.3 ± 55.9 kcal, p < 0.01) and PA levels. HR-based equations overestimated EE (mean difference: 114.8 ± 39.0 kcal, p < 0.01 and mean difference: 141.0 ± 81.6 kcal, p < 0.01). The wrist-worn accelerometer was the most accurate in estimating EE (mean difference: 23.9 ± 45.4 kcal, p = 0.95). The large variations in EE have implications for population-based surveillance of PA levels and for clinical studies using active VR gaming.

摘要

本研究旨在比较在 30 分钟主动虚拟现实(VR)游戏期间估算能量消耗(EE)和身体活动(PA)强度的方法。8 名个体(年龄=25.4±2.0 岁)参与了研究,最大摄氧量(VO2max)为 41.3±5.7mL·kg-1·min-1。所有测试均在两天内进行。第 1 天进行了增量测试以确定跑步时的 VO2max,第 2 天进行了 30 分钟主动 VR 游戏。用于 EE 估计和 PA 测量的仪器是间接测热法、心率(HR)监测仪和腰部和手腕佩戴的加速度计。与间接测热法相比,腰部佩戴的加速度计低估了 EE(平均差异:-157.3±55.9kcal,p<0.01)和 PA 水平。基于 HR 的方程高估了 EE(平均差异:114.8±39.0kcal,p<0.01和平均差异:141.0±81.6kcal,p<0.01)。手腕佩戴的加速度计在估计 EE 方面最准确(平均差异:23.9±45.4kcal,p=0.95)。EE 的较大变化对基于人群的 PA 水平监测以及使用主动 VR 游戏的临床研究具有重要意义。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c4c/9863016/dcf5954bd1ae/ijerph-20-01548-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c4c/9863016/dcf5954bd1ae/ijerph-20-01548-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1c4c/9863016/dcf5954bd1ae/ijerph-20-01548-g001.jpg

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本文引用的文献

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Virtual Reality Gaming Elevates Heart Rate but Not Energy Expenditure Compared to Conventional Exercise in Adult Males.虚拟现实游戏可提高成年男性的心率,但与传统运动相比,并不会增加能量消耗。
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Effects of virtual reality rehabilitation training on gait and balance in patients with Parkinson's disease: A systematic review.虚拟现实康复训练对帕金森病患者步态和平衡的影响:系统评价。
PLoS One. 2019 Nov 7;14(11):e0224819. doi: 10.1371/journal.pone.0224819. eCollection 2019.
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