Energy Expenditure And Mood States During Two Modes Of A Virtual Reality Fitness Game

BACKGROUND: The effectiveness of virtual reality (VR) fitness games as a form of moderate-to-vigorous physical activity (MVPA) and their effect on mood has yet to be thoroughly quantified. VR fitness games’ energy expenditures are highly variable and their effectiveness as a form of MVPA should not be generalized. PURPOSE: To examine the effectiveness of two medium intensity modes (“Flow”, “Boxing”) of a VR Fitness game using indirect calorimetry and mood scales. METHODS: A metabolic cart was used to examine the relative and objective VO2, METs, and calories burned during two medium-intensity bouts of a VR fitness game in young (25.42 ± 3.25 years of age) active individuals (12 female, 11 male). The METs and calories burned were compared to a triaxial waist worn accelerometer, smart watch, and VR headset. Mood states were assessed pre- and post-VR fitness bout using the shortened Profile of Mood States. T-Tests were used to compare VR fitness game modes, sex, and pre-post exercise session changes. RESULTS: VO2 (absolute) averaged 1.93 ± 0.44 L/min and VO2 (relative) averaged 27.61 ± 5.60 mL/kg/min between modes. Given the recorded METs for each modality, both “Flow” (8.2 METs) and “Boxing” (7.6 METs) can be classified as high energy expenditure, vigorous activity. Regarding caloric expenditure, the values of the waist-worn accelerometer and VR headset differed from the metabolic cart, but the smart watch values were similar. Mood changes pre-to-post exercise were consistent with expected values for MVPA with participants reporting for both “Flow” and “Boxing” respectively, that they felt more “active” (p < 0.01; p < 0.01), more “full of pep” (p = 0.02; p = 0.05), and more “lively” (p = 0.019; p < 0.01). No sex differences were revealed for any metric. CONCLUSIONS: Both the “Flow” and “Boxing” modes of the VR fitness game modes can provide both mental and physical health benefits through mechanisms induced by engaging in physical activity and may be an effective exercise modality in a VO2 training program. Meta/Supernatural

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Journal
Medicine & Science in Sports & Exercise
Published
2024-09-16
DOI
https://doi.org/10.1249/01.mss.0001055872.67207.e7
Primary Topic
Educational Games and Gamification
Type
article
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article

Energy Expenditure And Mood States During Two Modes Of A Virtual Reality Fitness Game

Ryan E. Rhodes, Tabitha V. Craig, Wuyou Sui
Medicine & Science in Sports & Exercise
Educational Games and Gamification
article

Energy Expenditure And Mood States During Two Modes Of A Virtual Reality Fitness Game

Ryan E. Rhodes, Tabitha V. Craig, Wuyou Sui
article en

Abstract

BACKGROUND: The effectiveness of virtual reality (VR) fitness games as a form of moderate-to-vigorous physical activity (MVPA) and their effect on mood has yet to be thoroughly quantified. VR fitness games’ energy expenditures are highly variable and their effectiveness as a form of MVPA should not be generalized. PURPOSE: To examine the effectiveness of two medium intensity modes (“Flow”, “Boxing”) of a VR Fitness game using indirect calorimetry and mood scales. METHODS: A metabolic cart was used to examine the relative and objective VO2, METs, and calories burned during two medium-intensity bouts of a VR fitness game in young (25.42 ± 3.25 years of age) active individuals (12 female, 11 male). The METs and calories burned were compared to a triaxial waist worn accelerometer, smart watch, and VR headset. Mood states were assessed pre- and post-VR fitness bout using the shortened Profile of Mood States. T-Tests were used to compare VR fitness game modes, sex, and pre-post exercise session changes. RESULTS: VO2 (absolute) averaged 1.93 ± 0.44 L/min and VO2 (relative) averaged 27.61 ± 5.60 mL/kg/min between modes. Given the recorded METs for each modality, both “Flow” (8.2 METs) and “Boxing” (7.6 METs) can be classified as high energy expenditure, vigorous activity. Regarding caloric expenditure, the values of the waist-worn accelerometer and VR headset differed from the metabolic cart, but the smart watch values were similar. Mood changes pre-to-post exercise were consistent with expected values for MVPA with participants reporting for both “Flow” and “Boxing” respectively, that they felt more “active” (p < 0.01; p < 0.01), more “full of pep” (p = 0.02; p = 0.05), and more “lively” (p = 0.019; p < 0.01). No sex differences were revealed for any metric. CONCLUSIONS: Both the “Flow” and “Boxing” modes of the VR fitness game modes can provide both mental and physical health benefits through mechanisms induced by engaging in physical activity and may be an effective exercise modality in a VO2 training program. Meta/Supernatural

Medicine & Science in Sports & ExerciseVol. 56(10S)
University of Victoria (CA)
Openalex Percentile: Top 80%
Educational Games and Gamification
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