Indiana University-Purdue University Indianapolis (IUPUI) / The ability of virtual reality (VR) active games to elicit moderate-to-vigorous
physical activity (MVPA) has yet to be fully understood. Also, whether VR combined
with physical activity could have a greater pain reducing effect compared to non-active
VR distraction remains unknown. The purpose of this study was to evaluate the effects of
commercial VR active games on physical activity intensity levels, enjoyment, and pain
sensitivity in young health adults. Thirty-six (18 males, 18 females) participants
completed four study sessions, with each devoted to playing one VR game for fifteen
minutes. The games included Beat Saber, Holopoint, Hot Squat, and Relax Walk VR.
Levels of physical activity reached during VR gameplay were measured with percentage
of heart rate reserve (%HRR), ratings of perceived exertion (RPE), and accelerometry.
Enjoyment was measured with a visual analog scale and the Physical Activity Enjoyment
Scale following each gaming session. Pressure pain thresholds (PPT’s) of the dominant
forearm and ipsilateral thigh were conducted before and after VR gameplay. The primary
outcome measures were analyzed with mixed model ANOVAs. The %HRR and RPE
results showed that only Hot Squat consistently elicited moderate intensity activity.
Accelerometry data showed that Hot Squat and Holopoint elicited higher whole body and
lower body intensity levels than Beat Saber and Relax Walk VR. For enjoyment, Beat
Saber and Holopoint were rated higher than Hot Squat and Relax Walk VR. Results for
pressure pain thresholds (PPT’s) showed 1) an overall acute hypoalgesic effect on the
forearm and thigh following all VR games, and 2) an enhanced hypoalgesic effect (combining MVPA and VR distraction) on the thigh following Hot Squat. Overall, results
from this study suggest that active VR games can elicit varying degrees of physical
activity intensity levels in young healthy adults, with Hot Squat eliciting moderate
intensity activity. Thus, active VR games could be an alternative and enjoyable mode of
obtaining physical activity. This study also showed that active VR games can elicit an
acute hypoalgesic effect, with the effect potentially exacerbated with greater movement
during gameplay.
Identifer | oai:union.ndltd.org:IUPUI/oai:scholarworks.iupui.edu:1805/24798 |
Date | 12 1900 |
Creators | Evans, Eric Joseph |
Contributors | Naugle, Kelly, Arnold, Brent, Kaleth, Anthony, Naugle, Keith |
Source Sets | Indiana University-Purdue University Indianapolis |
Language | en_US |
Detected Language | English |
Type | Dissertation |
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