The Future Seed: Exploring The Synergy Of Game Design And HIIT In Virtual Reality

PURPOSE: We compared the efficacy of virtual reality (VR) high-intensity interval training (HIIT) boxing protocol against a traditional high-intensity circuit training (HICT) model in enhancing exercise motivation and engagement. METHODS: Thirty healthy medical students performed two exercise protocols: VR HIIT and a traditional 12-exercise HICT. For the VR HIIT, participants utilized an Oculus Quest 2 headset, immersing themselves in game with a virtual futuristic exoskeleton head-up display. Heart rate (HR) and calorie expenditure were monitored throughout, while blood lactate was measured pre- and post-exercise. Ratings of perceived exertion (RPE) and the situational motivation scale were implemented post-exercise. Data were analysed using mixed linear models and Cohen’s d was used for effect sizes (ES), RESULTS: Significantly higher values were found in the VR HIIT compared to HICT for mean HR (161 ± 15 vs. 144 ± 11 bpm; d = 1.5, p < 0.0001), peak HR (182 ± 15 vs. 176 ± 11 bpm; d = 0.8, p = 0.0001), calories spent (236 ± 58 vs. 196 ± 44 kcal; d = 0.9, p = 0.0001), and RPE (16 ± 2 vs. 15 ± 2 au d = 0.4, p = 0.03). Post-exercise lactate was higher in HICT (8.8 ± 4.5 vs. 10.6 ± 3.0 mmol/L; d = 0.6, p = 0.006). No significant difference was found for Intrinsic Motivation (22.8 ± 4.6 vs. 20.8 ± 4.6 au; d = 0.4 [favours VR HIIT], p = 0.06), Identified Regulation (d = 0.07 [favours VR HIIT], p = 0.7), External Regulation (d = 0.3 [favours VR HIIT], p = 0.1), or Amotivation (d = 0.2 [favours VR HIIT], p = 0.3). No differences in symptoms were seen between conditions (all p ≥ 0.14) except for fatigue (d = 0.5 [lower in HICT], p = 0.02). CONCLUSION: VR HIIT achieves significant increases in physiological measures without negatively impacting intrinsic motivation, suggesting that VR training is comparable to traditional HICT in its physical benefits. Importantly, VR exercise does not compromise the efficacy of exercise and has the potential, with further game design enhancements, to augment user engagement. Considering these results, VR HIIT offers a viable alternative to traditional exercise and holds therapeutic potential for special populations who may benefit from tailored, immersive fitness experiences. Future research should investigate the long-term engagement and therapeutic effects of VR-based training across diverse and clinical populations. Pietro Merola is the CEO and founder of the startup that develops the exergame Move Sapiens

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Publication Details

Journal
Medicine & Science in Sports & Exercise
Published
2024-09-16
DOI
https://doi.org/10.1249/01.mss.0001055868.72065.0a
Primary Topic
Educational Games and Gamification
Type
article
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article

The Future Seed: Exploring The Synergy Of Game Design And HIIT In Virtual Reality

Bryan Saunders, Danilo Cortozi Berton, Gabriel Barreto, Pietro Merola et al.
Medicine & Science in Sports & Exercise
Educational Games and Gamification
article

The Future Seed: Exploring The Synergy Of Game Design And HIIT In Virtual Reality

Bryan Saunders, Danilo Cortozi Berton, Gabriel Barreto, Pietro Merola, Matheus Carvalho Chagas, Marcos Barros
article en

Abstract

PURPOSE: We compared the efficacy of virtual reality (VR) high-intensity interval training (HIIT) boxing protocol against a traditional high-intensity circuit training (HICT) model in enhancing exercise motivation and engagement. METHODS: Thirty healthy medical students performed two exercise protocols: VR HIIT and a traditional 12-exercise HICT. For the VR HIIT, participants utilized an Oculus Quest 2 headset, immersing themselves in game with a virtual futuristic exoskeleton head-up display. Heart rate (HR) and calorie expenditure were monitored throughout, while blood lactate was measured pre- and post-exercise. Ratings of perceived exertion (RPE) and the situational motivation scale were implemented post-exercise. Data were analysed using mixed linear models and Cohen’s d was used for effect sizes (ES), RESULTS: Significantly higher values were found in the VR HIIT compared to HICT for mean HR (161 ± 15 vs. 144 ± 11 bpm; d = 1.5, p < 0.0001), peak HR (182 ± 15 vs. 176 ± 11 bpm; d = 0.8, p = 0.0001), calories spent (236 ± 58 vs. 196 ± 44 kcal; d = 0.9, p = 0.0001), and RPE (16 ± 2 vs. 15 ± 2 au d = 0.4, p = 0.03). Post-exercise lactate was higher in HICT (8.8 ± 4.5 vs. 10.6 ± 3.0 mmol/L; d = 0.6, p = 0.006). No significant difference was found for Intrinsic Motivation (22.8 ± 4.6 vs. 20.8 ± 4.6 au; d = 0.4 [favours VR HIIT], p = 0.06), Identified Regulation (d = 0.07 [favours VR HIIT], p = 0.7), External Regulation (d = 0.3 [favours VR HIIT], p = 0.1), or Amotivation (d = 0.2 [favours VR HIIT], p = 0.3). No differences in symptoms were seen between conditions (all p ≥ 0.14) except for fatigue (d = 0.5 [lower in HICT], p = 0.02). CONCLUSION: VR HIIT achieves significant increases in physiological measures without negatively impacting intrinsic motivation, suggesting that VR training is comparable to traditional HICT in its physical benefits. Importantly, VR exercise does not compromise the efficacy of exercise and has the potential, with further game design enhancements, to augment user engagement. Considering these results, VR HIIT offers a viable alternative to traditional exercise and holds therapeutic potential for special populations who may benefit from tailored, immersive fitness experiences. Future research should investigate the long-term engagement and therapeutic effects of VR-based training across diverse and clinical populations. Pietro Merola is the CEO and founder of the startup that develops the exergame Move Sapiens

Medicine & Science in Sports & ExerciseVol. 56(10S)
Universidade Federal do Rio Grande do Sul (BR), Universidade de São Paulo (BR), Universidade Federal do ABC (BR)
Openalex Percentile: Top 80%
Educational Games and Gamification
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