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Updated: Jan 10, 2026

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Virtual Reality Experiments with Physiological Measures
Published on: August 29, 2018
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Physical and Physiological Characterization of Custom-Made Virtual Reality Exergames: A Pilot Study
Cíntia França1,2, Hildegardo Noronha2, Eva Freitas2
1Department of Physical Education and Sport, University of Madeira, 9020-105 Funchal, Portugal.
Sports (Basel, Switzerland)
|November 26, 2025
Summary
FitFest, a virtual reality (VR) system, shows potential for promoting light physical activity (PA) in older adults. User-friendly design and support are key for engagement with VR exergames.
Area of Science:
- Gerontology
- Human-Computer Interaction
- Exercise Science
Background:
- Aging population requires innovative physical activity solutions.
- Virtual reality (VR) offers a novel approach for health interventions.
- Older adults often face barriers to traditional exercise programs.
Purpose of the Study:
- To evaluate the feasibility and effectiveness of FitFest, a custom VR system, for delivering physical activity (PA) sessions to older adults.
- To assess the impact of VR exergames on PA intensity, heart rate, and user experience.
- To identify factors influencing the adoption and continued use of VR-based interventions in older populations.
Main Methods:
- A pilot study involving seven older adults (mean age 67.0 years) tested two VR exergames (Wine Fest, Flower Fest).
- Measurements included physical activity intensity, heart rate (HR), rate of perceived exertion (RPE), and system usability.
- User feedback on system friendliness and interest in continued use was collected.
Main Results:
- VR sessions comprised 56.5% sedentary behavior and 42.1% light PA, averaging 436.7 steps and 92.1 bpm.
- Wine Fest showed trends towards reduced sedentary time and increased light PA compared to Flower Fest.
- Participants rated tasks requiring cardiovascular and strength efforts as more demanding.
Conclusions:
- FitFest demonstrates potential for promoting light physical activity in older adults.
- System usability and technical support are crucial for successful VR intervention adoption.
- Further research is needed to optimize VR exergames for sustained engagement and health benefits in seniors.

