Background
Previous studies have evaluated the physiological responses to video game in children with different clinical conditions, however, although no study has compared video game active with an incremental field test in healthy children. The purpose of this study was to compare the maximum heart rate (HRmax) of children, their perceived exertion and motivation during the shuttle run test (SRT) and the Virtual Systems (VS) test, an interactive video game.Methods
This is a cross-sectional study of 235 children (9.0 ± 0.8 years, 109 boys). The two tests were performed one week apart and the children were instructed not to engage in any physical exercise or sports in the 24 hours preceding each test. Their heart rate was monitored at rest for one minute and then throughout the tests. To evaluate the influence of motivation on test execution (SRT and VS), at the end of the tests the children were asked to rate their motivation based on a scale from zero to 10, zero being “not cool” and 10 “awesome”. Perceived exertion at the end of the tests was assessed using the modified Borg scale.Results
HRmax did not differ between the SRT and VS (194.4 ± 10.2 bpm vs. 193.2 ± 13.8 bpm, respectively). Both tests were similar in intensity > and < 96% HRmax. The children showed greater exertion on the Borg scale and motivation during the VS. The multiple logistic regression model showed that motivation (p=0.98), sex (p=0.53), age (p=0.61), nutritional status (p=0.65), and speed (p=0.18) were not predictive factors of whether the child would reach HRmax.Conclusion
The VS can be used as a tool to evaluate the intensity of maximal exercise tests given that the percentage of children who achieved HRmax did not differ between the VS and SRT. The perceived exertion scales were correlated, but only the modified Borg scale correlated with HRmax in the SRT. The tests are motivational, and most children obtained the maximum score in the VS