Li Yike, Jiang Chun, Li Hansen, Su Yuqin, Li Mengyao, Cao Yang, Zhang Guodong
Institute of Sport Science, College of Physical Education, Southwest University, Chongqing, China.
Department of Police Tactics, Chongqing Police College, Chongqing, China.
Front Public Health. 2025 Feb 27;13:1557338. doi: 10.3389/fpubh.2025.1557338. eCollection 2025.
This review examines the existing literature regarding the utilization of combat sports in virtual reality (VR) for disease rehabilitation and adaptive physical activity. A total of 18 studies were obtained from the Web of Science and Scopus databases. The results suggest that Boxing, the most studied combat sport in VR systems, has been primarily used to improve motor function and quality of life in patients with neurological conditions such as cerebral palsy, Parkinson's disease, and stroke. Furthermore, VR combat sports have been shown to increase energy expenditure and physical activity intensity in individuals with disabilities, proving effective in maintaining overall physical health. Notably, VR boxing produces higher energy expenditure than other activities (e.g., tennis), with heart rate (HR) and oxygen consumption (VO2) during boxing sessions consistently exceeding those observed in tennis. Overall, research in this field remains limited and further explorations are warranted.
本综述探讨了有关在虚拟现实(VR)中利用格斗运动进行疾病康复和适应性体育活动的现有文献。从科学网和Scopus数据库中总共获取了18项研究。结果表明,拳击作为VR系统中研究最多的格斗运动,主要用于改善患有脑瘫、帕金森病和中风等神经系统疾病患者的运动功能和生活质量。此外,VR格斗运动已被证明能增加残疾人士的能量消耗和身体活动强度,在维持整体身体健康方面很有效。值得注意的是,VR拳击比其他活动(如网球)产生更高的能量消耗,拳击过程中的心率(HR)和耗氧量(VO2)始终超过网球运动中的数值。总体而言,该领域的研究仍然有限,有必要进行进一步探索。
Front Public Health. 2025-2-27
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