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Estimating Energy Expenditure During Active Virtual Reality Gaming

Julissa Ortiz-Delatorre,Ryan P. Durk, Alexandra Esparza, Adriana Ruiz, Maria Jericka Doaz,Marialice Kern,James R. Bagley

Innovation in Physical Activity and SportLecture Notes in Bioengineering(2021)

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摘要
INTRODUCTION: Active virtual reality gaming (AVRG) provides an alternative option to traditional exercise modalities. Recent studies have shown that exercising using AVRG can lead to exercise intensities that meet guidelines for health benefits. Tracking caloric energy expenditure (EE) during exercise has shown to be effective for improving body composition and health, but no study to date has investigated differences between the accuracy of EE estimations from various devices during AVRG. OBJECTIVE: The purpose of this study was to compare two methods of tracking EE (movement displacement and heart rate) versus the laboratory “gold standard” (indirect calorimetry) during AVRG. METHODS: Eleven participants (6 females, 5 males, 22.5 ± 2.5 y) played 15-min of AVRG, while undergoing three different methods of EE tracking simultaneously: indirect calorimetry measuring oxygen consumption (VO2), movement displacement data from the VR system (MOV), and a heart rate monitor (HR). RESULTS: Total estimated EE during the 15-min gameplay was 69.21 ± 10.85, 77.42 ± 24.63, and 134.00 ± 32.98 kcals for VO2, MOV, and HR, respectively. The HR measure over-estimated kcals (p < 0.0001) compared to VO2, but there was no significant difference between VO2 and MOV EE estimates. CONCLUSION: These results suggest 1) movement displacement may be an accurate method to track EE while playing VR games compared to indirect calorimetry, and 2) new equations must be developed specifically for AVRG to improve HR estimates of EE during gameplay.
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energy expenditure,virtual reality,estimating
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