Barbour Bradley, Sefton Lucy, Bruce Richard M, Valmaggia Lucia, Runswick Oliver R
Department of Psychology, Institute of Psychiatry, Psychology & Neuroscience, King's College London, London, United Kingdom.
Institute of Health and Social Care School of Allied & Community Health London South Bank University, London, United Kingdom.
PLoS One. 2024 Dec 18;19(12):e0314331. doi: 10.1371/journal.pone.0314331. eCollection 2024.
Exercise is a powerful tool for disease prevention and rehabilitation. Commercially available virtual reality (VR) devices and apps offer an immersive platform to gamify exercise and potentially enhance physiological and psychological benefits. However, no work has compared immersive exercise to closely matched 2D screen-based equivalents with the same visual and auditory stimuli. This study aims to compare the acute effects of an exercise session using a commercial immersive VR workout to the same stimuli and workout presented on a screen. 17 healthy participants (male = 7, female = 10; aged 24.18±4.56 years), completed a 12-minute guided VR boxing exercise session in FitXR™ and a screen-based equivalent. Physiological responses were recorded continuously using a heart rate monitor and telemetricmetabolic cart system. Psychological and perceptual responses were measured using their ratings of perceived exertion, the physical activity enjoyment scale, and the physical activity affect scale. In the immersive VR participants chose to engage in more intense exercise (%VO2max; p = 0.044), showed higher levels of all enjoyment subscales (p<0.05) and reported higher positive affect (p = 0.003) and lower negative affect (p = 0.045) following exercise compared to the screen-based equivalent. However, the design here could not determine which elements of immersive VR contributed to the positive effects. Immersive VR may offer a more efficient alternative to other forms of screen based and exergaming workouts and could be offered as a gateway into exercise.
运动是疾病预防和康复的有力工具。市面上现有的虚拟现实(VR)设备和应用程序提供了一个沉浸式平台,可将运动游戏化,并有可能增强生理和心理益处。然而,尚无研究将沉浸式运动与具有相同视觉和听觉刺激的、与之紧密匹配的二维屏幕等效运动进行比较。本研究旨在比较使用商业沉浸式VR锻炼与在屏幕上呈现相同刺激和锻炼的急性效果。17名健康参与者(男性 = 7名,女性 = 10名;年龄24.18±4.56岁)在FitXR™中完成了12分钟的引导式VR拳击锻炼课程以及基于屏幕的等效课程。使用心率监测器和遥测代谢推车系统持续记录生理反应。使用感知运动用力评分、身体活动享受量表和身体活动情感量表来测量心理和感知反应。与基于屏幕的等效锻炼相比,在沉浸式VR中,参与者选择进行更剧烈的运动(%最大摄氧量;p = 0.044),所有享受子量表的得分更高(p<0.05),并且在运动后报告了更高的积极情感(p = 0.003)和更低的消极情感(p = 0.045)。然而,此处的设计无法确定沉浸式VR的哪些元素促成了这些积极效果。沉浸式VR可能为其他形式的基于屏幕的运动和健身游戏锻炼提供一种更有效的替代方案,并且可以作为进入运动的一种途径。