Physical Activity in Immersive Virtual Reality: A Scoping Review
Abstract
:1. Introduction
2. Materials and Methods
3. Results
4. Discussion
4.1. Practical Implications
4.2. Limitations
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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PICO Components | Keywords |
---|---|
#1 Population | “virtual reality” OR “virtual environment” OR “immersive virtual environment” OR immersion OR “active gaming” OR “immersive virtual reality” OR “VR” OR “IVR” |
#2 Intervention | exercise OR “physical activity” OR training OR “active gaming” OR “video games” OR “video exercise” OR “virtual high-intensity training” |
#3 Outcome | “health-oriented physical activity” OR “heart rate” OR “intensity of physical activity” OR “energy expenditure” |
#4 Study design | “randomized controlled trial” OR RCT OR “non-randomized clinical trial” OR “pre-post study” OR “controlled trial” OR “clinical trial” OR intervention OR random * |
Search strategy | #1 AND #2 AND #3 AND #4 |
Journal | Country | Aim | Sample (n) | Age (X ± SD) | Physical Activity Measure | Instruments and Materials | Key Findings | ||
---|---|---|---|---|---|---|---|---|---|
1 | [32] | International Journal of Environmental Research and Public Health | Israel | Evaluate the capabilities and opportunities the technology offers, and test the feasibility of implementing a VR walking simulator for research purposes with human participants. | n = 4 2 men 2 women | 37.5 ± 15 | Electrodermal activity Heart rate Number of steps Cadence (steps/min) Step regularity Step symmetry | HTC Vive Pro Eye Virtuix Omni E4 biosensor wristband | EDA levels ranged between 4.435 µS to 28.401 µS, and heart rates (HR) ranged between 82 and 115 bpm. |
2 | [25] | International Journal of Environmental Research and Public Health | Poland | Assess the attractiveness and intensity of physical exercise of obese children while playing active video games (AVGs) in IVR on an omnidirectional treadmill, and present the results compared to health recommendations (PA). | n = 11 7 boys 4 girls | 10.1 ± 1.7 | Heart rate Perceived exertion | HTC Vive Virtuix Omni Vantage V heart rate monitor | The intensity of physical activity while playing two games was high (HRavg > 77% HRmax). The perceived exertion was rated at 6.8 points. |
3 | [26] | International Journal of Environmental Research and Public Health | Poland | Assess the enjoyment and intensity of physical exercise while practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training devices. | n = 61 51 men 10 women | 26.0 ± 8.8 | Heart rate Interest Enjoyment | HTC Vive Virtuix Omni Icaros Pro flight simulator Vantage V heart rate monitor Intrinsic Motivation Inventory (IMI) | High enjoyment rating during physical activity in VR (5.74 points). The heart rate was 149.55 bpm. The intensity of physical activity during games on training devices was at the level recommended for health benefits for 80.55% of its duration |
4 | [16] | Psychology of Sport & Exercise | UK | Investigate whether the effectiveness of VR in reducing the feeling of exercise pain and effort is moderated by PBC. | n = 80 21 men 59 women | 23.0 ± 5.0 | Heart rate Time of exhaustion Pain intensity rating Rating of perceived Exertion Private body consciousness Immersive experience | Samsung Gear VR Polar electro N2965 Cook Scale Borg Scale Immersive Experience Questionnaire | Virtual reality was effective in reducing exercise pain. Participants who had exercised in VR had a lower HR (~3 bpm lower) than participants who had exercised outside VR. |
5 | [30] | Societies | Germany | Assess a VR exergame that features rhythmic movements in 3D space and compare this to a traditional 2D gymnastics video | n = 25 older adults 3 men 22 women | 81.2 ± 4.97 | Heart rate Interest Enjoyment Well-being Attention allocation Perceived workload | Simulator Sickness Questionnaire (SSQ) MEC Spatial Presence Questionnaire (MEC-SPQ) Intrinsic Motivation Inventory (IMI) NASA-TLX Questionnaire Polar OH1 heart rate sensor Valve Index VR headset | The cognitive aspect of physical exercises in virtual reality can lead to the feeling of a physical burden, even if easy movements are performed. SSQ was 8.98, IMI was 4.57, MEC-SPQ was 4.44, NASA-TLX was 19.77 and heart rate was mean 76.77 bpm. |
6 | [27] | Frontiers in Physiology | USA | Assess the influence of immersive virtual reality (VR) on exercise tolerance expressed as the duration of a submaximal exercise test (ET) on a cycle ergometer. | n = 65 17 men 48 women | 23.7 ± 1.0 | Heart rate variability | HTC Vive Pro Google HTC Vive Tracker Polar H10 cycle ergometer (Lode Excalibur Sport) | The immersive virtual reality stimulation leads to a reduced heart rate response during a submaximal exercise test, and consequently, to the subject reaching a higher work rate before the target heart rate was achieved. |
7 | [28] | International Journal of Environmental Research and Public Health | France | Compare the physical load elicited by conventional exercise and AG with an HMD. | n = 9 men | 27 ± 5 | Heart rate Age-predicted maximal HR Relative energy expenditure Oxygen consumption | HTC Vive VR (OPJT100) electrocardiogram (X12+, Mortara) Breath-by-breath indirect calorimetry system | Active gaming in head-mounted displays resulted in a greater psycho-physiological strain without accompanying increases in relative energy expenditure. Could elicit levels of physical activity typically found during conventional exercise. |
8 | [29] | Journal of Clinical Medicine | USA | Examine differences in young adults’ situational motivation (SM) among immersive VR, non-immersive VR, and traditional stationary cycling sessions | n = 49 14 men 35 women | 23.6 ± 3.39 | Intrinsic Motivation Identified regulation External regulation Amotivation | PlayStation VR VR Headset, Xbox 360 Situacional Motivation Questionnaire (SM) Gamercize Bike Spirit Fitness (156 XBU55 Upright Bike) Tanita BC-558 SECA stadiometer | Immersive VR cycling caused higher intrinsic motivation (6.31) and identified regulation (6.03). Similarly, it had lower external regulation (2.72) and motivation (1.60), compared to non-immersive VR cycling and traditional cycling. |
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Giakoni-Ramírez, F.; Godoy-Cumillaf, A.; Espoz-Lazo, S.; Duclos-Bastias, D.; del Val Martín, P. Physical Activity in Immersive Virtual Reality: A Scoping Review. Healthcare 2023, 11, 1553. https://doi.org/10.3390/healthcare11111553
Giakoni-Ramírez F, Godoy-Cumillaf A, Espoz-Lazo S, Duclos-Bastias D, del Val Martín P. Physical Activity in Immersive Virtual Reality: A Scoping Review. Healthcare. 2023; 11(11):1553. https://doi.org/10.3390/healthcare11111553
Chicago/Turabian StyleGiakoni-Ramírez, Frano, Andrés Godoy-Cumillaf, Sebastián Espoz-Lazo, Daniel Duclos-Bastias, and Pablo del Val Martín. 2023. "Physical Activity in Immersive Virtual Reality: A Scoping Review" Healthcare 11, no. 11: 1553. https://doi.org/10.3390/healthcare11111553
APA StyleGiakoni-Ramírez, F., Godoy-Cumillaf, A., Espoz-Lazo, S., Duclos-Bastias, D., & del Val Martín, P. (2023). Physical Activity in Immersive Virtual Reality: A Scoping Review. Healthcare, 11(11), 1553. https://doi.org/10.3390/healthcare11111553