Biçer Bilal, Löklüoğlu Berkay
Faculty of Sport Sciences, Hatay Mustafa Kemal University, Antakya, Hatay, Türkiye.
Front Physiol. 2025 Apr 3;16:1556434. doi: 10.3389/fphys.2025.1556434. eCollection 2025.
Physical inactivity or lack of physical activity has become an increasingly widespread and important global public health problem. Along with technological developments, the interest in e-sports is also increasing. Virtual reality (VR) games applied within the scope of e-sports include physical movements by nature, which encourages players to move more and be active. This study aimed to compare VR and mobile games regarding physiologic load.
Twenty-two (13 males, 9 females) healthy university students with a mean age of 21.72 ± 1.39 years, height of 171.59 ± 9.12 cm, and body weight of 64.95 ± 13.35 kg, who did not smoke, did not play sports professionally, and did not have chronic diseases, voluntarily participated in the study. Participants were randomly assigned to play an active video game (VR) using a virtual reality headset and a mobile game (MO) on a smartphone for 2 days. The game duration was determined as 15 min. The body temperature of the participants before and after the game and heart rate (HR) values during the game were measured from beat to beat. A non-contact infrared thermometer was used for measuring body temperature, and a telemetric device was used for HR measurements.
When VR and MO games were compared regarding body temperature, no intra- and inter-group differences were observed. Regarding HR, HR, HR, and HR values of the VR game were statistically significantly higher than MO games. In addition, in the analyses performed according to the time spent in the percentage of maximal heart rate, it was observed that the time spent in the MO game was significantly longer compared to the VR game below the Under Very Light (UVL). On the contrary, the time spent in the VR game was significantly longer than the MO game at Above Very Light (AVL).
As a result, the heart rate parameters measured in the VR game were higher than in the MO game at all levels, suggesting that VR may be an effective tool for physical activity-based gaming experiences.
缺乏身体活动已成为一个日益普遍且重要的全球公共卫生问题。随着技术发展,对电子竞技的兴趣也在增加。电子竞技范围内应用的虚拟现实(VR)游戏本质上包含身体动作,这鼓励玩家更多地活动并保持活跃。本研究旨在比较VR游戏和手机游戏的生理负荷。
22名(13名男性,9名女性)健康大学生自愿参与本研究,他们的平均年龄为21.72±1.39岁,身高为171.59±9.12厘米,体重为64.95±13.35千克,不吸烟,未从事专业体育活动,且无慢性病。参与者被随机分配使用虚拟现实头戴设备玩一款活跃视频游戏(VR)和在智能手机上玩一款手机游戏(MO),为期2天。游戏时长确定为15分钟。在游戏前后测量参与者的体温,并逐搏测量游戏期间的心率(HR)值。使用非接触式红外温度计测量体温,使用遥测设备测量心率。
比较VR游戏和MO游戏的体温时,未观察到组内和组间差异。关于心率,VR游戏的HR、HR、HR和HR值在统计学上显著高于MO游戏。此外,在根据最大心率百分比所花费时间进行的分析中,发现在极低强度(UVL)以下,MO游戏所花费的时间明显长于VR游戏。相反,在高于极低强度(AVL)时,VR游戏所花费的时间明显长于MO游戏。
因此,VR游戏中测量的心率参数在各个水平上均高于MO游戏,这表明VR可能是基于身体活动的游戏体验的有效工具。