Examining and comparing the energy expenditure of two modes of a virtual reality fitness game (Supernatural): Indirect calorimetry study

dc.contributor.authorCraig, Tabitha V
dc.contributor.authorRhodes, Ryan E.
dc.contributor.authorSui, Wuyou
dc.date.accessioned2024-06-07T22:45:48Z
dc.date.available2024-06-07T22:45:48Z
dc.date.issued2024
dc.description.abstractBackground: 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: The purpose of this study was to examine the energy expenditure of 2 medium-intensity modes (“Flow and “Boxing”) of a VR fitness game, Supernatural, using indirect calorimetry. Methods: Indirect calorimetry was used to examine relative and objective maximal oxygen consumption (VO2 max), metabolic equivalents of task (METs), and calories burned during medium-intensity bouts of both Flow and Boxing gameplay modes in young (mean age 25.42, SD 3.25 years), active individuals (n=12 female and n=11 male). METs and calories were also compared using a triaxial waist-worn accelerometer, an Apple smartwatch, and a VR headset. Mood states were assessed pre- and postbout using the shortened Profile of Mood States Questionnaire. Paired 2-tailed t tests were used to examine differences in game modes, between sexes, and pre-post exercise sessions. Results: Objective and relative VO2 max averaged 1.93 (SD 0.44) L/min and 27.61 (SD 5.60) mL/kg/min, respectively, between modes. Flow (mean 8.2, SD 1.54 METs) and Boxing (mean 7.6, SD 1.66 METs) are 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 moderate- to vigorous-intensity physical activity, with participants reporting that they felt more “active,” “full of pep,” “vigorous,” and “lively” (P<.05) following bouts. Male individuals reported higher objective oxygen consumption (VO2) for both Flow and Boxing modes; no other sex-specific differences were observed. Conclusions: Both Flow and Boxing gameplay modes of Supernatural classify as vigorous physical activity and demonstrate the potential to promote mental and physical health benefits. Supernatural may be an effective exercise modality in a VO2 training program.
dc.description.reviewstatusReviewed
dc.description.scholarlevelFaculty
dc.description.sponsorshipThis research was commissioned and funded by Supernatural.
dc.identifier.citationCraig, T. V., Rhodes, R. E., & Sui, W. (2024). Examining and comparing the energy expenditure of two modes of a virtual reality fitness game (Supernatural): Indirect calorimetry study. JMIR Serious Games, 12, e53999. https://doi.org/10.2196/53999
dc.identifier.urihttps://doi.org/10.2196/53999
dc.identifier.urihttps://hdl.handle.net/1828/16595
dc.language.isoen
dc.publisherJMIR Serious Games
dc.rightsAttribution 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectenergy expenditure
dc.subjectexergaming
dc.subjectindirect calorimetry
dc.subjectvirtual reality
dc.subjectVR
dc.subjectVR fitness
dc.subjectVR gaming
dc.titleExamining and comparing the energy expenditure of two modes of a virtual reality fitness game (Supernatural): Indirect calorimetry study
dc.typeArticle

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