2022
DOI: 10.3390/ijerph20010210
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The Efficacy of an Immersive Virtual Reality Exergame Incorporating an Adaptive Cable Resistance System on Fitness and Cardiometabolic Measures: A 12-Week Randomized Controlled Trial

Abstract: Exergaming, combining elements of video game into the realm of exercise, has recently incorporated immersive virtual reality (IVR) with resistance training. Thirty-two participants (14 females, mean age = 24.3) were randomized to IVR or self-directed control group (SELF) and worked out thrice weekly for 12 weeks (for 36 sessions). The IVR group spent 14 fewer minutes per session (p < 0.001) while reporting the sessions “enjoyable’. Compared to SELF, the IVR group had significantly greater improvement in cha… Show more

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Cited by 11 publications
(13 citation statements)
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“…A benefit of virtual reality within the realm of exercise is that a heightened enjoyment may attenuate perceived exertion, which ultimately pushes individuals to work closer to fatigue (Giakoni-Ramírez et al, 2023). In the past, our laboratory has observed high rates of workout satisfaction in conjunction with significant differences in rates of perceived exertion when comparing IVR exergaming to traditional, cablebased strength training (Hu et al, 2021;Mologne et al, 2022). We believe this to be an integral reason why the IVR group had a heightened response to training, as participants were "distracted" by the gamification and immersion into virtual reality, hence tolerating a higher intensity and pushing themselves closer to full muscle fatigue than the control group.…”
Section: Discussionmentioning
confidence: 99%
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“…A benefit of virtual reality within the realm of exercise is that a heightened enjoyment may attenuate perceived exertion, which ultimately pushes individuals to work closer to fatigue (Giakoni-Ramírez et al, 2023). In the past, our laboratory has observed high rates of workout satisfaction in conjunction with significant differences in rates of perceived exertion when comparing IVR exergaming to traditional, cablebased strength training (Hu et al, 2021;Mologne et al, 2022). We believe this to be an integral reason why the IVR group had a heightened response to training, as participants were "distracted" by the gamification and immersion into virtual reality, hence tolerating a higher intensity and pushing themselves closer to full muscle fatigue than the control group.…”
Section: Discussionmentioning
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%
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