Wang Yi, Chen Qi, Liu Liangchao, He Qiuhong, Cheung James Chung-Wai, Wong Duo Wai-Chi, Liu Yang, Lam Wing-Kai
Department of Physical Education, Renmin University of China, Beijing 100872, China.
Sports and Social Development Research Center, Renmin University of China, Beijing 100872, China.
iScience. 2023 Jul 20;26(8):107399. doi: 10.1016/j.isci.2023.107399. eCollection 2023 Aug 18.
This study examined the influence of set-interval and repetition-interval rest time of virtual reality (VR) boxing game in supine-lying posture. Fifty healthy middle-aged adults were randomly assigned into VR and non-VR groups to perform six different exercise protocols with varying set-interval and repetition-interval rest times (SR, SR, SR, SR, SR, and SR). Analysis on the non-VR group showed significant differences between exercise protocols for average heart rate (p < 0.001), maximum ventilation volume (p < 0.001), respiratory quotient (p < 0.001), oxygen pulse (p < 0.001), and excess post-exercise oxygen consumption (EPOC) (p = 0.003). VR appeared to have no further improvement on physical training effects in middle-aged adults, while the participants reported negative experience that might be associated with the over-exertion. Future study might need to explore game design elements that can accommodate high-exertion exercises.
本研究考察了仰卧姿势下虚拟现实(VR)拳击游戏的组间休息时间和重复休息时间的影响。五十名健康的中年成年人被随机分为VR组和非VR组,进行六种不同的运动方案,其组间休息时间和重复休息时间各不相同(SR、SR、SR、SR、SR和SR)。对非VR组的分析表明,不同运动方案在平均心率(p < 0.001)、最大通气量(p < 0.001)、呼吸商(p < 0.001)、氧脉搏(p < 0.001)和运动后过量氧耗(EPOC)(p = 0.003)方面存在显著差异。VR似乎对中年成年人的体育锻炼效果没有进一步改善,而参与者报告了可能与过度劳累相关的负面体验。未来的研究可能需要探索能够适应高强度运动的游戏设计元素。