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
Authors
- Bryan Saunders (ORCID: https://orcid.org/0000-0003-0995-9077)
- Danilo Cortozi Berton (ORCID: https://orcid.org/0000-0002-8393-3126)
- Gabriel Barreto (ORCID: https://orcid.org/0000-0002-1613-9416)
- Pietro Merola (ORCID: https://orcid.org/0000-0001-9819-3100)
- Matheus Carvalho Chagas
- Marcos Barros
Institutions
- Universidade Federal do Rio Grande do Sul (BR)
- Universidade de São Paulo (BR)
- Universidade Federal do ABC (BR)
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
- Field-Weighted Citation Impact
- 0.00