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在虚拟现实自行车运动中,竞争对各年龄段健康成年人运动强度和运动体验的影响。

The effects of competition on exercise intensity and the user experience of exercise, during virtual reality bicycling for healthy adults across the lifespan.

作者信息

Palmieri John L, Deutsch Judith E

机构信息

Rivers Lab, Department of Rehabilitation & Movement Sciences, Rutgers School of Health Professions, Newark, NJ, USA.

Rutgers School of Graduate Studies, Newark, NJ, USA.

出版信息

BMC Sports Sci Med Rehabil. 2025 Aug 8;17(1):228. doi: 10.1186/s13102-025-01253-9.


DOI:10.1186/s13102-025-01253-9
PMID:40781343
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12333198/
Abstract

BACKGROUND: Engaging in regular moderate-to-vigorous exercise is an essential component of promoting longevity and reducing health risks associated with a sedentary lifestyle. However, various barriers can hinder participation in high-intensity exercise. Virtual reality (VR) may enhance exercise adherence by increasing engagement and motivation. Specifically, elements such as visual feedback and competition within VR environments may encourage users to exercise at higher intensities. Though the literature suggests that competitiveness may decrease with age, there is limited research comparing intensity and motivation during competitive exercise across the lifespan. This study aims to compare the effects of visual feedback and competition in a VR bicycling simulation on exercise intensity and user experience (motivation and enjoyment) in middle-aged and older adults and compare them to healthy younger adults. METHODS: Adults aged 45-75 participated in three VR cycling conditions: self-competition, competition against others, and visual feedback. Each condition lasted five minutes, during which exercise intensity and visual attention were continuously recorded. Perceived effort and intrinsic motivation were assessed to evaluate user experience. Results were compared with data from a separate study involving younger adults bicycling in the same simulation. RESULTS: VR was tolerable for middle-aged and older adults with no age-related differences in tolerability observed. For middle-aged and older adults, competitive conditions led to higher exercise intensity compared to visual feedback while there were no differences in intrinsic motivation, enjoyment or visual attention. Across all 3 conditions, participants focused their attention on the task for > 70% of the trials. Compared to young adults, middle-aged and older adults had a lower raw bicycling cadence in the 2 competitive conditions and higher perception of effort in the visual feedback condition. There were no other age-related differences between the two groups. CONCLUSION: This custom VR bicycling simulation effectively guided visual attention, encouraged high-intensity exercise, and was rated favorably among middle-aged and older adults. Therefore, VR bicycling employing competition and visual feedback may be a useful exercise tool regardless of the user's age, particularly for individuals that have self-developmental competitive profiles. TRIAL REGISTRATION: Current Controlled Trials NCT05253703. Registered at ClinicalTrials.Gov on February 10, 2022.

摘要

背景:定期进行适度至剧烈运动是促进长寿和降低与久坐不动生活方式相关的健康风险的重要组成部分。然而,各种障碍可能会阻碍人们参与高强度运动。虚拟现实(VR)可能通过增加参与度和动力来提高运动依从性。具体而言,VR环境中的视觉反馈和竞争等元素可能会鼓励用户以更高强度进行运动。尽管文献表明竞争力可能会随着年龄的增长而下降,但关于不同年龄段在竞争性运动中的强度和动力比较的研究却很有限。本研究旨在比较VR自行车模拟中的视觉反馈和竞争对中年及老年人运动强度和用户体验(动力和愉悦感)的影响,并将其与健康的年轻人进行比较。 方法:45至75岁的成年人参与了三种VR骑行条件:自我竞争、与他人竞争和视觉反馈。每种条件持续五分钟,在此期间持续记录运动强度和视觉注意力。通过评估感知努力和内在动力来评价用户体验。将结果与另一项涉及年轻人在相同模拟中骑行的单独研究的数据进行比较。 结果:中年及老年人对VR的耐受性良好,未观察到与年龄相关的耐受性差异。对于中年及老年人,与视觉反馈相比,竞争条件导致更高的运动强度,而内在动力、愉悦感或视觉注意力方面没有差异。在所有三种条件下,参与者在超过70%的试验中都将注意力集中在任务上。与年轻人相比,中年及老年人在两种竞争条件下的原始骑行节奏较低,在视觉反馈条件下的努力感知较高。两组之间没有其他与年龄相关的差异。 结论:这种定制的VR自行车模拟有效地引导了视觉注意力,鼓励了高强度运动,并且在中年及老年人中获得了良好评价。因此,采用竞争和视觉反馈的VR骑行可能是一种有用的运动工具,无论用户年龄如何,特别是对于具有自我发展竞争特征的个体。 试验注册:当前受控试验NCT05253703。于2022年2月10日在ClinicalTrials.Gov注册。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/48e9/12333198/18fadbc1d6b4/13102_2025_1253_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/48e9/12333198/067454b08d27/13102_2025_1253_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/48e9/12333198/313ee7e446a7/13102_2025_1253_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/48e9/12333198/b3c83ef13aad/13102_2025_1253_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/48e9/12333198/18fadbc1d6b4/13102_2025_1253_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/48e9/12333198/067454b08d27/13102_2025_1253_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/48e9/12333198/313ee7e446a7/13102_2025_1253_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/48e9/12333198/b3c83ef13aad/13102_2025_1253_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/48e9/12333198/18fadbc1d6b4/13102_2025_1253_Fig4_HTML.jpg

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本文引用的文献

[1]
The Effects of Competition on Exercise Intensity and the User Experience of Exercise during Virtual Reality Bicycling for Young Adults.

Sensors (Basel). 2024-10-26

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J Eye Mov Res. 2019-4-5

[3]
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BMC Public Health. 2020-11-16

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Int J Environ Res Public Health. 2020-6-10

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Trends in Adherence to the Physical Activity Guidelines for Americans for Aerobic Activity and Time Spent on Sedentary Behavior Among US Adults, 2007 to 2016.

JAMA Netw Open. 2019-7-3

[6]
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Pers Soc Psychol Bull. 2020-3

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J Aging Phys Act. 2019-9-1

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