Department of Kinesiology, School of Health and Human Sciences, Indiana University Indianapolis, Indianapolis, Indiana, United States of America.
College of Osteopathic Medicine, University of Pikeville, Pikeville, Kentucky, United States of America.
PLoS One. 2024 Aug 14;19(8):e0308064. doi: 10.1371/journal.pone.0308064. eCollection 2024.
The purpose of this study was to determine: (1) whether physically active virtual reality (VR) games exert an acute hypoaglesic effect on the thigh and bicep compared to a non-active VR game and an exercise only condition matched for exercise intensity in healthy individuals, and (2) whether movement variables during gameplay are associated with the hypoalgesic effect of the games. Twenty young adults completed five separate study sessions, with each session devoted to playing one head-mounted display VR game or stationary cycling for 15 minutes. The games included Holopoint at level 2 and level 3, Hot Squat, and Relax Walk. Pressure pain thresholds at the thigh and bicep were measured pre and post VR gameplay and cycling. Participants wore a heart rate monitor and accelerometers on the wrist and thigh during play to measure the intensity and quantity of movement. Repeated measures ANOVAs revealed that pressure pain thresholds on the bicep increased from pre to posttest for each condition. The results also revealed that pressure pain thresholds on the thigh increased only for the conditions eliciting the greatest cardiovascular response, which included Holopoint at level 3, Hot Squat, and cycling. Bivariate correlations indicated that moderate to vigorous physical activity of the thigh was associated with pain reduction at the thigh during Holopoint. These results revealed that active VR games and exercise exerted a more widespread hypoalgesic effect compared to the non-active VR game, which was likely driven in part by the intensity and quantity of movement during gameplay.
(1)与非活动虚拟现实(VR)游戏和强度匹配的仅运动条件相比,活跃的虚拟现实游戏是否对大腿和二头肌产生急性镇痛作用;以及(2)游戏过程中的运动变量是否与游戏的镇痛效果相关。20 名年轻人完成了五个单独的研究阶段,每个阶段都专门用于玩一个头戴式显示器 VR 游戏或进行 15 分钟的固定自行车运动。游戏包括 Holopoint 2 级和 3 级、Hot Squat 和 Relax Walk。在 VR 游戏和骑自行车前后测量大腿和二头肌的压力疼痛阈值。参与者在玩游戏时手腕和大腿上佩戴心率监测器和加速度计,以测量运动的强度和数量。重复测量方差分析显示,在每种情况下,二头肌的压力疼痛阈值都从预测试到后测试增加。结果还表明,只有在引起最大心血管反应的情况下,大腿的压力疼痛阈值才会增加,这些情况包括 Holopoint 3 级、Hot Squat 和骑自行车。双变量相关分析表明,在 Holopoint 期间,大腿的中度到剧烈体力活动与大腿疼痛减轻有关。这些结果表明,与非活动虚拟现实游戏相比,活跃的虚拟现实游戏和运动对全身产生了更广泛的镇痛作用,这可能部分归因于游戏过程中的运动强度和数量。