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Published on: July 16, 2020
Metabolic Cost and Exercise Intensity During Active Virtual Reality Gaming
Dulce H Gomez1, James R Bagley1, Nicole Bolter1
1Department of Kinesiology, College of Health & Social Sciences, San Francisco State University , San Francisco, California.
Active virtual reality games (AVRGs) significantly increase oxygen consumption (VO2), with intensity varying by game. While some AVRGs meet vigorous exercise intensity guidelines, perceived exertion ratings were lower than objective measures.
Area of Science:
- Exercise Physiology
- Virtual Reality Technology
- Sports Science
Background:
- Active virtual reality games (AVRGs) are emerging as a novel form of physical activity.
- Understanding the exercise intensity of AVRGs is crucial for their integration into fitness programs.
Purpose of the Study:
- To investigate the exercise intensity of selected AVRGs using physiological measures.
- To compare AVRG intensities against American College of Sports Medicine (ACSM) guidelines.
Main Methods:
- Oxygen consumption (VO2), heart rate (HR), and rating of perceived exertion (RPE) were measured in 41 participants during rest and gameplay.
- Three AVRGs—Thrill of the Fight (TOF), Audioshield (AS), and Holopoint (HP)—were played for 10 minutes each.
Main Results:
- All AVRGs significantly elevated HR and VO2 compared to rest.
- TOF, HP, and AS were classified as vigorous, moderate-to-vigorous, and moderate intensity, respectively, based on %VO2 reserve (%VO2R) and metabolic equivalents (METs).
- RPE categorized TOF as moderate intensity, while HP and AS were classified as light intensity.
Conclusions:
- AVRGs can elicit significant, game-dependent increases in energy expenditure.
- Discrepancies exist between RPE and objective measures (%VO2R, METs) for AVRG intensity.
- Findings can inform the development of exercise programs utilizing AVRGs for consumers and fitness professionals.
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