Your browser doesn't support javascript.
loading
Show: 20 | 50 | 100
Results 1 - 2 de 2
Filter
Add more filters











Database
Language
Publication year range
1.
Games Health J ; 2024 Aug 02.
Article in English | MEDLINE | ID: mdl-39093835

ABSTRACT

Objective: The purpose of this study was to (1) quantify the oxygen consumption (VO2) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. Material and Methods: Youth (N = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5.6 km/h, 0% grade), and VR exergames Beat Saber (BS) and Thrill of the Fight (TOF) while VO2 and HR were collected. Game experience and Child Simulator Sickness Questionnaires were collected after gameplay. Results: VO2 and HR for BS (9.1 ± 3.0 mL/kg/min and 119 ± 15 bpm), TW (17.1 ± 2.4 mL/kg/min and 135 ± 15 bpm), and TOF (16.9 ± 5.4 mL/kg/min and 145 ± 19 bpm) were significantly higher than that at rest (4.2 ± 1.5 mL/kg/min and 94 ± 12 bpm) and for SVG-KF (4.3 ± 1.3 mL/kg/min and 94 ± 12 bpm). BS was light-to-moderate, whereas TW and TOF were of moderate intensity based on HR and metabolic equivalents (METs). For game experience, SVG-KF (1.6 ± 1.6) was less challenging than BS (3.3 ± 1.0) and TOF (3.1 ± 1.1). BS was more visually satisfying (3.5 ± 0.7 vs 2.7 ± 0.9) and required more concentration than SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1). TOF (3.4 ± 0.8) was more fun than SVG-KF (2.8 ± 0.7). Two youths (7%) experienced cybersickness symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9), although minimal, were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games. Conclusions: VR exergames provided light- to moderate-intensity exercise, challenge, visual stimulation, attention, and fun with minimal cybersickness symptoms, compared with conventional gameplay in youth.

2.
J Sports Sci ; 36(19): 2265-2271, 2018 Oct.
Article in English | MEDLINE | ID: mdl-29517959

ABSTRACT

This study developed and validated a vector magnitude (VM) two-regression model (2RM) for use with an ankle-worn ActiGraph accelerometer. For model development, 181 youth (mean ± SD; age, 12.0 ± 1.5 yr) completed 30 min of supine rest and 2-7 structured activities. For cross-validation, 42 youth (age, 12.6 ± 0.8 yr) completed approximately 2 hr of unstructured physical activity (PA). PA data were collected using an ActiGraph accelerometer, (non-dominant ankle) and the VM was expressed as counts/5-s. Measured energy expenditure (Cosmed K4b2) was converted to youth METs (METy; activity VO2 divided by resting VO2). A coefficient of variation (CV) was calculated for each activity to distinguish continuous walking/running from intermittent activity. The ankle VM sedentary behavior threshold was ≤10 counts/5-s, and a CV≤15 counts/5-s was used to identify walking/running. The ankle VM2RM was within 0.42 METy of measured METy during the unstructured PA (P > 0.05). The ankle VM2RM was within 5.7 min of measured time spent in sedentary, LPA, MPA, and VPA (P > 0.05). Compared to the K4b2, the ankle VM2RM provided similar estimates to measured values during unstructured play and provides a feasible wear location for future studies.


Subject(s)
Actigraphy/methods , Exercise , Actigraphy/instrumentation , Adolescent , Ankle , Anthropometry , Calorimetry, Indirect , Child , Energy Metabolism , Female , Humans , Linear Models , Male , Oxygen Consumption , Reproducibility of Results
SELECTION OF CITATIONS
SEARCH DETAIL