Department of Sports, Physical Education and Outdoor Studies, University of South-Eastern Norway, 3800 Bø, Norway.
Int J Environ Res Public Health. 2023 Jan 14;20(2):1548. doi: 10.3390/ijerph20021548.
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.
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。