2021
DOI: 10.1089/g4h.2021.0031
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Physiological and Metabolic Requirements, and User-Perceived Exertion of Immersive Virtual Reality Exergaming Incorporating an Adaptive Cable Resistance System: An Exploratory Study

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Cited by 5 publications
(12 citation statements)
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“…Games with increased effort and complexity and body motion sensing games are assigned Specific Activity code 22200 (active video game, motion sensing game/using upper-body, light-to-moderate effort; 3.0 METs) or Specific Activity code 22360 (conditioning/exercise virtual reality fitness, vigorous-intensity; 9.8 METs). 31 …”
Section: Discussionmentioning
confidence: 99%
“…Games with increased effort and complexity and body motion sensing games are assigned Specific Activity code 22200 (active video game, motion sensing game/using upper-body, light-to-moderate effort; 3.0 METs) or Specific Activity code 22360 (conditioning/exercise virtual reality fitness, vigorous-intensity; 9.8 METs). 31 …”
Section: Discussionmentioning
confidence: 99%
“…A portable, lightweight (~800g) metabolic analyzer (PNOE, Palo Alto, CA), which has been previously validated ( Tsekouras et al, 2019 ) and successfully utilized in exercise research ( Browne et al, 2020 ; Robinson et al, 2020 ; Hu et al, 2021 ), was used to determine participants cardiovascular fitness (or aerobic capacity; VO 2 max) via an incremental, symptom-limited maximal treadmill exercise test. The PNOE was attached by a shoulder harness to the participants’ upper back while wearing a standard facemask and head support (Hans Rudolph, Inc., Shawnee, KS).…”
Section: Methodsmentioning
confidence: 99%
“…While the effects of this study's IVR exergaming platform have been studied within the realm of laboratory-based fitness and performance measures, the effects on field-based fitness measures are lacking (Hu et al, 2021;Viana et al, 2021;Gomez et al, 2022;Mologne et al, 2022). The few prior studies that have been conducted show improvements in agility, balance, and speed as a result of exergaming interventions in populations such as the elderly, those with cognitive disabilities, and those with cancer diagnoses (Smits-Engelsman et al, 2017;de Oliveira et al, 2020;Peng et al, 2020).…”
Section: Introductionmentioning
confidence: 97%
“…Exergames, especially in conjunction with immersive virtual reality (IVR), aim to attenuate perceived exertion while maximizing exercise enjoyment, all while increasing motivation during the workout (Bonetti et al, 2010;Bronner et al, 2016;McClure and Schofield, 2020). Prior studies within this laboratory have shown the efficacy of IVR exergaming within both the commercial and home fitness sectors in young, apparently healthy populations (18-35 years) (Hu et al, 2021;Gomez et al, 2022;Mologne et al, 2022). Hu et al showed that even a 30-min workout with the IVR exergame platform provided a highly intense workout, with mean average heart rate of 176 bpm, a mean max heart rate of 188 bpm, and a mean of 12.9 METs per session, without high levels of perceived exertion (Hu et al, 2021).…”
Section: Introductionmentioning
confidence: 99%
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