Accepted for/Published in: JMIR Serious Games
Date Submitted: Sep 27, 2018
Open Peer Review Period: Oct 1, 2018 - Nov 26, 2018
Date Accepted: Jun 28, 2019
(closed for review but you can still tweet)
Building up Trunk Muscles 2.0? Full Body Exergaming in Virtual Reality
ABSTRACT
Background:
In recent years many studies have associated the long time spent sedentary 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 fail short of the physical activity levels recommended by the WHO.
Objective:
Here we test a full immersive VR-based training system designed to improve its users’ cardiorespiratory and muscular fitness while providing an enjoyable workout.
Methods:
A cross-sectional experiment design was used to analyze muscle activity (sEMG), heart rate, perceived rate of exhaustion (RPE) as well as cybersickness symptoms (SSQ), perceived workload, and physical activity enjoyment (PACES) from 33 participants performing a 5-min VR-simulated flight on a new training device.
Results:
The participants’ attempt to hold the planking position required to play the game resulted in moderate aerobic intensity (108 bpm ± 18.69). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% (± 10.57) and 26.7% MVC (± 17.39)) they described the exercise as a moderate to vigorous activity (RPE 14.6 ± 1.82). The majority of the participants reported that they enjoyed the exercise (PACES 3.74 ± 0.16). However, six participants had to drop out because of cybersickness symptoms.
Conclusions:
Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the drop-out rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental element in 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.
Citation
Per the author's request the PDF is not available.
Copyright
© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.