Suppr超能文献

主动式虚拟现实游戏:8至12岁青少年中能量消耗、游戏体验及晕动症与传统游戏和运动的比较

Active Virtual Reality Games: Comparing Energy Expenditure, Game Experience, and Cybersickness to Traditional Gaming and Exercise in Youth Aged 8-12.

作者信息

Godfrey Chandler A, Oody Jennifer Flynn, Conger Scott A, Steeves Jeremy A

机构信息

Department of Kinesiology, Recreation and Sports Studies, University of Tennessee, Knoxville, Tennessee, USA.

Division of Health Sciences and Outdoor Studies, Maryville College, Maryville, Tennessee, USA.

出版信息

Games Health J. 2025 Feb;14(1):42-48. doi: 10.1089/g4h.2024.0034. Epub 2024 Aug 2.

Abstract

The purpose of this study was to (1) quantify the oxygen consumption (VO) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. Youth ( = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5.6 km/h, 0% grade), and VR exergames Beat Saber (BS) and Thrill of the Fight (TOF) while VO and HR were collected. Game experience and Child Simulator Sickness Questionnaires were collected after gameplay. VO and HR for BS (9.1 ± 3.0 mL/kg/min and 119 ± 15 bpm), TW (17.1 ± 2.4 mL/kg/min and 135 ± 15 bpm), and TOF (16.9 ± 5.4 mL/kg/min and 145 ± 19 bpm) were significantly higher than that at rest (4.2 ± 1.5 mL/kg/min and 94 ± 12 bpm) and for SVG-KF (4.3 ± 1.3 mL/kg/min and 94 ± 12 bpm). BS was light-to-moderate, whereas TW and TOF were of moderate intensity based on HR and metabolic equivalents (METs). For game experience, SVG-KF (1.6 ± 1.6) was less challenging than BS (3.3 ± 1.0) and TOF (3.1 ± 1.1). BS was more visually satisfying (3.5 ± 0.7 vs 2.7 ± 0.9) and required more concentration than SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1). TOF (3.4 ± 0.8) was more fun than SVG-KF (2.8 ± 0.7). Two youths (7%) experienced cybersickness symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9), although minimal, were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games. VR exergames provided light- to moderate-intensity exercise, challenge, visual stimulation, attention, and fun with minimal cybersickness symptoms, compared with conventional gameplay in youth.

摘要

本研究的目的是

(1)量化青少年虚拟现实(VR)健身游戏中的耗氧量(VO)和心率(HR);(2)将VR游戏的身体活动强度与中等强度阈值进行比较;(3)与传统游戏相比,量化VR游戏的游戏体验和晕动症情况。青少年(n = 28;年龄,9.4±1.2岁)完成了10分钟的测试条件:静息坐姿、玩坐姿视频游戏《块魂:永远》(SVG-KF)、跑步机行走(TW)(5.6公里/小时,坡度0%)以及VR健身游戏《节奏光剑》(BS)和《搏击热潮》(TOF),同时收集VO和HR数据。游戏结束后收集游戏体验和儿童模拟器晕动症调查问卷。BS(9.1±3.0毫升/千克/分钟和119±15次/分钟)、TW(17.1±2.4毫升/千克/分钟和135±15次/分钟)以及TOF(16.9±5.4毫升/千克/分钟和145±19次/分钟)的VO和HR显著高于静息状态(4.2±1.5毫升/千克/分钟和94±12次/分钟)以及SVG-KF(4.3±1.3毫升/千克/分钟和94±12次/分钟)。基于HR和代谢当量(METs),BS为轻度至中度强度,而TW和TOF为中等强度。对于游戏体验,SVG-KF(1.6±1.6)的挑战性低于BS(3.3±1.0)和TOF(3.1±1.1)。BS在视觉上更令人满意(3.5±0.7对2.7±0.9),并且比SVG-KF需要更多的注意力(3.6±0.7对3.1±1.1)。TOF(3.4±0.8)比SVG-KF(2.8±0.7)更有趣。两名青少年(7%)出现了晕动症症状,但均未要求停止游戏。在两款游戏中,动眼症状(0.6±0.9)虽然轻微,但显著大于恶心(0.2±0.5)和定向障碍(0.3±0.6)。与青少年的传统游戏玩法相比,VR健身游戏提供了轻度至中度强度的运动、挑战、视觉刺激、注意力和乐趣,且晕动症症状 minimal(此处原文有误,推测应为“最小化”或“轻微”等类似意思,根据语境暂译为“轻微”)。

相似文献

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验