Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-07-16 DOI:10.2196/58411
Jacek Polechoński, Alan Przepiórzyński, Piotr Polechoński, Rajmund Tomik
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Abstract

Background: One of the main contemporary forms of physical activity (PA) involves exercises and games in an immersive virtual reality (VR) environment, which allows the user to practice various forms of PA in a small space. Unfortunately, most of the currently available VR games and workout applications are mostly based on upper body movements, especially the arms, which do not guarantee sufficiently high exercise intensity and health benefits. Therefore, it is worth seeking solutions to help increase the exercise load during PA in VR.

Objective: The main aim of this study was to evaluate the effect of elastic arm resistance in the form of latex resistance bands of different elasticity levels on the intensity of students' PA while playing the BoxVR game. We further assessed the satisfaction of this form of exercise and its associations with PA intensity.

Methods: A total of 21 healthy and physically fit men (mean age 22.5, SD 2.0 years) were included in the study. The tests consisted of 3 10-minute games. One game was run with no load and the other two were run with 1.5-meter latex resistance bands (low and high resistance). The order of the tests was randomized and the participants rested for 20 minutes after each exercise. Exercise intensity was estimated using objective (heart rate monitoring) and subjective (Borg scale) methods. The Physical Activity Enjoyment Scale was used to assess satisfaction with the PA. The effect of elastic resistance on exercise intensity and user enjoyment was estimated using ANOVA for repeated measures.

Results: The ANOVA results indicated that incorporation of elastic resistance caused a significant change (F2,40=20.235, P<.001; η²p=0.503) in the intensity of PA in VR, which was low while playing without resistance and then increased to a moderate level with additional resistance. The use of elastic bands also changed participants' perceptions of the enjoyment of exercise in VR (F2,40=9.259, P<.001; η²p=0.316). The students rated their satisfaction with PA in VR on a 7-point scale highly and similarly when exercising without an upper limb load (mean 6.19, SD 0.61) and with slight elastic resistance (mean 6.17, SD 0.66), whereas their satisfaction declined significantly (mean 5.66, SD 0.94) when incorporating a higher load.

Conclusions: The intensity of PA among students playing the BoxVR game is at a relatively low level. With the added resistance of elastic bands attached to the upper limbs, the intensity of the exercise increased to a moderate level, as recommended for obtaining health benefits. Participants rated the enjoyment of PA in VR highly. The use of slight elastic resistance did not negatively affect satisfaction with the BoxVR game, although user satisfaction declined with a higher load. Further research should be undertaken to increase the effectiveness of exercise in VR so that regular users can enjoy the health benefits.

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在沉浸式虚拟现实中玩游戏 BoxVR 时,弹性阻力对运动强度和用户满意度的影响:实证研究。
背景:当代体育活动(PA)的主要形式之一是在身临其境的虚拟现实(VR)环境中进行锻炼和游戏,这样用户就可以在狭小的空间内练习各种形式的体育活动。遗憾的是,目前大多数可用的虚拟现实游戏和锻炼应用程序大多基于上半身运动,尤其是手臂,这并不能保证足够高的运动强度和对健康的益处。因此,在 VR 中增加 PA 的运动负荷值得寻求解决方案:本研究的主要目的是评估不同松紧度的乳胶阻力带形式的弹性手臂阻力对学生在玩 BoxVR 游戏时 PA 运动强度的影响。我们还进一步评估了这种运动形式的满意度及其与 PA 强度的关联:研究共纳入了 21 名身体健康、体能良好的男性(平均年龄 22.5 岁,标准差 2.0 岁)。测试包括 3 个 10 分钟的游戏。其中一个游戏是空载进行的,另外两个游戏是用 1.5 米长的乳胶阻力带(低阻力和高阻力)进行的。测试的顺序是随机的,参与者在每次运动后休息 20 分钟。运动强度采用客观(心率监测)和主观(博格量表)方法进行估算。体力活动享受量表用于评估参与者对体力活动的满意度。采用方差分析重复测量法估算了弹性阻力对运动强度和用户满意度的影响:方差分析结果表明,加入弹性阻力会引起显著变化(F2,40=20.235, PC结论:玩 BoxVR 游戏的学生的 PA 强度相对较低。在上肢加入弹力带阻力后,运动强度增加到中等水平,这也是获得健康益处的建议。参与者对在 VR 中进行 PA 的乐趣评价很高。使用轻微的弹性阻力并没有对 BoxVR 游戏的满意度产生负面影响,尽管用户的满意度随着负荷的增加而下降。应进一步开展研究,提高在 VR 中锻炼的有效性,使普通用户也能享受到对健康的益处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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