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Actual vs. perceived exertion during active virtual reality game exercise.

Trenton H Stewart1,2, Kirsten Villaneuva1, Amanda Hahn1

  • 1Exercise Physiology Laboratory, Department of Kinesiology, San Francisco State University, San Francisco, CA, United States.

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Active virtual reality games (AVRGs) provide moderate to vigorous exercise, but perceived exertion is lower than actual exertion. The exercise setting, such as a lab versus a gym, also influences exertion levels during AVRG gameplay.

Keywords:
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Area of Science:

  • Exercise Science
  • Virtual Reality Technology
  • Human Physiology

Background:

  • Active virtual reality games (AVRGs) are increasingly utilized for health and fitness.
  • Previous research indicates AVRGs can achieve moderate to vigorous exercise intensities.
  • Dissociative attention during AVRGs may create a discrepancy between perceived and actual exertion.

Purpose of the Study:

  • To compare actual exertion (AEx) with perceived exertion (PEx) during AVRG gameplay.
  • To measure heart rate (HR) and ratings of perceived exertion (RPE) in two distinct settings.
  • To analyze exertion levels across different AVRGs.

Main Methods:

  • Thirty-two participants (age 22.6 ± 2.6) played three AVRGs (Fruit Ninja VR, Beat Saber, Holopoint) for 10 minutes each.
  • Data were collected in both a laboratory setting (LabS) and a gymnasium setting (GymS) using HTC VIVE.
  • Heart rate and ratings of perceived exertion were recorded during gameplay.

Main Results:

  • Actual exertion was significantly higher than perceived exertion for all tested AVRGs.
  • Holopoint resulted in the highest actual exertion (Somewhat Hard), while Fruit Ninja VR and Beat Saber were rated as Light.
  • Participants in the GymS reported significantly higher actual and perceived exertion compared to those in the LabS.

Conclusions:

  • Perceived exertion during AVRGs may underestimate the actual physiological effort.
  • The environment in which AVRGs are played can influence both actual and perceived exertion levels.
  • Findings can inform the design of VR exercise programs and the development of the metaverse for fitness applications.