Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment

Publikationen: Beitrag in FachzeitschriftZeitschriftenaufsätzeForschungBegutachtung

Standard

Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters : Cross-Sectional Experiment. / Feodoroff, Boris; Konstantinidis, Ippokratis Georgios; Froböse, Ingo.

in: JMIR Serious Games (JSG), Jahrgang 7, Nr. 3, e12324, 28.08.2019, S. e12324.

Publikationen: Beitrag in FachzeitschriftZeitschriftenaufsätzeForschungBegutachtung

Harvard

APA

Vancouver

Bibtex

@article{b3c21a57036943269d05f11b44bd35e6,
title = "Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters: Cross-Sectional Experiment",
abstract = "Background: In recent years, many studies have associated sedentary behavior in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming-playing video games that require rigorous physical exercise-seem to fall short of the physical activity levels recommended by the World Health Organization.; Objective: The purpose of this study was to investigate the effect of a fully immersive virtual reality (VR)-based training system on cardiovascular and muscular parameters of young adults.; Methods: A cross-sectional experiment design was used to analyze muscle activity (surface electromyography), heart rate, perceived exertion (RPE), cybersickness symptoms, perceived workload, and physical activity enjoyment (PACES) in 33 participants performing two 5-minute flights on a new training device.; Results: Participants' performance of the planking position required to play the game resulted in moderate aerobic intensity (108 [SD 18.69] bpm). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% [SD 10.57] and 26.7% [SD 17.39] maximum voluntary isometric contraction), participants described the exercise as a moderate to vigorous activity (RPE 14.6 [SD 1.82]). The majority reported that they enjoyed the exercise (PACES 3.74 [SD 0.16]). However, six participants had to drop out because of cybersickness symptoms and two because of muscle pain due to prior injuries.; Conclusions: Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the dropout rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental part of providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.; {\textcopyright}Boris Feodoroff, Ippokratis Konstantinidis, Ingo Frob{\"o}se. Originally published in JMIR Serious Games (http://games.jmir.org), 28.08.2019.",
keywords = "Immersive virtual reality, cybersickness, exercise, exergaming, flight simulation, gamification",
author = "Boris Feodoroff and Konstantinidis, {Ippokratis Georgios} and Ingo Frob{\"o}se",
note = "{\textcopyright}Boris Feodoroff, Ippokratis Konstantinidis, Ingo Frob{\"o}se. Originally published in JMIR Serious Games (http://games.jmir.org), 28.08.2019.",
year = "2019",
month = aug,
day = "28",
doi = "10.2196/12324",
language = "English",
volume = "7",
pages = "e12324",
journal = "JMIR Serious Games (JSG)",
issn = "2291-9279",
number = "3",

}

RIS

TY - JOUR

T1 - Effects of Full Body Exergaming in Virtual Reality on Cardiovascular and Muscular Parameters

T2 - Cross-Sectional Experiment

AU - Feodoroff, Boris

AU - Konstantinidis, Ippokratis Georgios

AU - Froböse, Ingo

N1 - ©Boris Feodoroff, Ippokratis Konstantinidis, Ingo Froböse. Originally published in JMIR Serious Games (http://games.jmir.org), 28.08.2019.

PY - 2019/8/28

Y1 - 2019/8/28

N2 - Background: In recent years, many studies have associated sedentary behavior in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming-playing video games that require rigorous physical exercise-seem to fall short of the physical activity levels recommended by the World Health Organization.; Objective: The purpose of this study was to investigate the effect of a fully immersive virtual reality (VR)-based training system on cardiovascular and muscular parameters of young adults.; Methods: A cross-sectional experiment design was used to analyze muscle activity (surface electromyography), heart rate, perceived exertion (RPE), cybersickness symptoms, perceived workload, and physical activity enjoyment (PACES) in 33 participants performing two 5-minute flights on a new training device.; Results: Participants' performance of the planking position required to play the game resulted in moderate aerobic intensity (108 [SD 18.69] bpm). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% [SD 10.57] and 26.7% [SD 17.39] maximum voluntary isometric contraction), participants described the exercise as a moderate to vigorous activity (RPE 14.6 [SD 1.82]). The majority reported that they enjoyed the exercise (PACES 3.74 [SD 0.16]). However, six participants had to drop out because of cybersickness symptoms and two because of muscle pain due to prior injuries.; Conclusions: Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the dropout rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental part of providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.; ©Boris Feodoroff, Ippokratis Konstantinidis, Ingo Froböse. Originally published in JMIR Serious Games (http://games.jmir.org), 28.08.2019.

AB - Background: In recent years, many studies have associated sedentary behavior in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming-playing video games that require rigorous physical exercise-seem to fall short of the physical activity levels recommended by the World Health Organization.; Objective: The purpose of this study was to investigate the effect of a fully immersive virtual reality (VR)-based training system on cardiovascular and muscular parameters of young adults.; Methods: A cross-sectional experiment design was used to analyze muscle activity (surface electromyography), heart rate, perceived exertion (RPE), cybersickness symptoms, perceived workload, and physical activity enjoyment (PACES) in 33 participants performing two 5-minute flights on a new training device.; Results: Participants' performance of the planking position required to play the game resulted in moderate aerobic intensity (108 [SD 18.69] bpm). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% [SD 10.57] and 26.7% [SD 17.39] maximum voluntary isometric contraction), participants described the exercise as a moderate to vigorous activity (RPE 14.6 [SD 1.82]). The majority reported that they enjoyed the exercise (PACES 3.74 [SD 0.16]). However, six participants had to drop out because of cybersickness symptoms and two because of muscle pain due to prior injuries.; Conclusions: Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the dropout rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental part of providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.; ©Boris Feodoroff, Ippokratis Konstantinidis, Ingo Froböse. Originally published in JMIR Serious Games (http://games.jmir.org), 28.08.2019.

KW - Immersive virtual reality

KW - cybersickness

KW - exercise

KW - exergaming

KW - flight simulation

KW - gamification

UR - https://www.youtube.com/watch?v=ODcs1JU2W9Q

UR - https://www.mendeley.com/catalogue/9328d61d-e6be-3d05-b19a-5096222046f1/

U2 - 10.2196/12324

DO - 10.2196/12324

M3 - Journal articles

C2 - 31464194

VL - 7

SP - e12324

JO - JMIR Serious Games (JSG)

JF - JMIR Serious Games (JSG)

SN - 2291-9279

IS - 3

M1 - e12324

ER -

ID: 4707268