Abstract

Active virtual reality games (AVRGs) have become more and more popular. As the intensity of this form of physical activity (PA) may be insufficient to achieve health-related benefits, it is worth looking for solutions that increase the intensity of PA. The main aim of the study was to evaluate the effect of leg loading in the form of ankle weights (AWs) on the PA intensity of young adults playing AVRGs using an omnidirectional treadmill. The enjoyment of the game and users’ perceptions of the usefulness of this type of exercise were also evaluated. The study involved 26 university students. Each participant played an AVRG game on an omnidirectional treadmill twice, without and with ankle weights (2 kg per leg). The intensity of PA was evaluated using a heart rate monitor. The attractiveness of the game was assessed using the Physical Activity Enjoyment Scale (PACES). The study found that the percentage of maximum heart rate in participants playing AVRGs without ankle weights was significantly lower than that observed when playing with the weights. In both cases, PA intensity was high. A survey showed that the weights attached to the ankles did not affect the perceptions of the enjoyment of the game. The use of ankle weights appears to be an effective and simple way to increase the intensity of physical exercise during AVRGs based on locomotor movements performed with the lower limbs, especially since, according to study participants, such a procedure does not negatively affect the enjoyment of the game. Due to the high intensity of PA while playing VR games using an omnidirectional treadmill, it can be assumed that regular use of this solution is likely to provide health benefits.

Full Text
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