Accepted for/Published in: JMIR Serious Games
Date Submitted: Oct 26, 2023
Date Accepted: Feb 9, 2024
Examining and Comparing the Energy Expenditure of Two Modes of the Virtual Reality Fitness Game “Supernatural”
ABSTRACT
Background:
The effectiveness of virtual reality (VR) fitness games as a form of moderate-to-vigorous physical activity has yet to be thoroughly quantified through gold-standard energy expenditure measures.
Objective:
Hence, the purpose of this study was to examine the energy expenditure of two medium intensity modes (“Flow”, “Boxing”) of the VR fitness game, Supernatural, using indirect calorimetry.
Methods:
Indirect calorimetry was used to examine relative and objective max VO2, METs, and calories burned during medium-intensity bouts of both “Flow” and “Boxing” gameplay modes in young (25.42±3.25 years) active individuals (12 female, 11 male). METs and calories were also compared using a triaxial waist-worn accelerometer, Apple smart watch, and VR headset. Mood states were assessed pre- and post-bout using the shortened Profile of Mood States questionnaire. Paired t-Tests were used to examine differences in game modes, between sexes, and pre-post exercise session.
Results:
Max objective and relative VO2 averaged 1.93±0.44 L/min and 27.61±5.60 mL/kg/min, respectively, between modes. “Flow” (8.2 METs) and “Boxing” (7.6 METs) both classified as high energy expenditure, vigorous activities. Calorie expenditure data of the accelerometer and VR headset differed significantly from the metabolic cart. Mood changes pre-to-post exercise were consistent with expected values for MVPA with participants reporting that they felt more “active”, “full of pep”, “vigorous”, and “lively” (Ps<0.05) following bouts. No sex differences were revealed.
Conclusions:
Both “Flow” and “Boxing” gameplay modes of Supernatural classify as vigorous physical activity and demonstrate potential to promote mental and physical health benefits. Supernatural may be an effective exercise modality in a VO2 training program.
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