•  
  •  
 

EXERCISE INTENSITY CLASSIFICATION OF ACTIVE VIRTUAL REALITY GAMES IN YOUTH (8-12)

Abstract

Jeremy A. Steeves1, Chandler Godfrey1, Jennifer F. Oody1, Scott A. Conger, FACSM2. 1Maryville College, Maryville, TN. 2Boise State University, Boise, ID.

Background: Active virtual reality (VR) games require body movements that may elicit health-enhancing moderate intensity physical activity (MPA). The aim of this study was: (1) to compare VR game intensities to ACSM MPA guidelines and (2) to compare the energy intensity classification of two VR games to a traditional game and treadmill walking in youth aged 8 to 12. Methods: VO2, HR, and rated perceived exertion (RPE) were collected on 23 participants during 10-min each of seated rest (rest), seated video game (SVG), treadmill walking (5.6 km/h) (TW), and VR games Beat Saber (BS) and Thrill of the Fight (TOF). Average VO2 (reported as METs), HR (reported as % HR reserve (HRR)) for min 4-8, and average RPE from min 4 and 8 were used in the analyses. Repeated measures ANOVA compared intensity between conditions. For each active condition, MPA was defined as ≥4 and <6 MET, between 40-59% of HRR, and a 5 or 6 on a 10-point RPE scale. Results: Based on METs, TW (4.8±0.7 METS) and TOF (4.4±1.2 METS) were classified as MPA, and BS was classified as light (2.6±0.9 METS). During TW, BS and TOF, 87%, 9%, and 65% of participants respectively sustained MPA (min 4-8). METs were significantly greater for TW and TOF than other conditions (p<0.05). BS was significantly greater than SVG (1.2±0.4 METS) and rest (1.2±0.4 METS) (p<0.05). Based on %HRR, TOF (43±15%) was classified as MPA, and TW (39±11%) and BS (23±10%) were classified as light. During TW, BS and TOF, 34%, 9%, and 52% of participants respectively sustained MPA. %HRR were significantly greater for TW and TOF than other conditions (p<0.05). BS was significantly greater than SVG (0±4%) and rest (0±0%) (p<0.05). Based on RPE, TOF (5.5±2.3) was classified as MPA and TW (3.9±2.0) and BS (3.7±2.5) were classified as light. During TW, BS and TOF, 22%, 30%, and 61% of participants respectively achieved MPA. RPE for TOF was significantly greater than other conditions (p<0.05). TW and BS were not different from each other and significantly greater than SVG (0.8±0.8) and rest (0.4±0.5) (p<0.05). Conclusions: The VR game TOF was consistently categorized as MPA based on METS, %HRR and RPE, and was equivalent to or greater than a brisk walk for all outcomes. BS was classified as light intensity. For some youth, VR may contribute towards achieving the recommend 60 minutes of moderate-to-vigorous physical activity per day. Future VR games should aim to include more MPA.

This document is currently not available here.

Share

COinS