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Large Estimate Variations in Assessed Energy Expenditure and Physical Activity Levels during Active Virtual Reality Gaming: A Short Report

Author

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  • Jan-Michael Johansen

    (Department of Sports, Physical Education and Outdoor Studies, University of South-Eastern Norway, 3800 Bø, Norway)

  • Kjartan van der Iest Schutte

    (Department of Sports, Physical Education and Outdoor Studies, University of South-Eastern Norway, 3800 Bø, Norway)

  • Solfrid Bratland-Sanda

    (Department of Sports, Physical Education and Outdoor Studies, University of South-Eastern Norway, 3800 Bø, Norway)

Abstract

The purpose of the study was to compare methods for estimating energy expenditure (EE) and physical activity (PA) intensity during a 30 min session of active virtual reality (VR) gaming. Eight individuals (age = 25.4 ± 2.0 yrs) participated, with a maximal oxygen consumption (VO 2max ) of 41.3 ± 5.7 mL∙kg −1 ∙min −1 . All tests were conducted over two days. An incremental test to determine the VO 2max when running was performed on day 1, while 30 min of active VR gaming was performed on day 2. The instruments used for EE estimations and PA measurements were indirect calorimetry, a heart rate (HR) monitor, and waist- and wrist-worn accelerometer. Compared to indirect calorimetry, waist-worn accelerometers underestimated EE (mean difference: −157.3 ± 55.9 kcal, p < 0.01) and PA levels. HR-based equations overestimated EE (mean difference: 114.8 ± 39.0 kcal, p < 0.01 and mean difference: 141.0 ± 81.6 kcal, p < 0.01). The wrist-worn accelerometer was the most accurate in estimating EE (mean difference: 23.9 ± 45.4 kcal, p = 0.95). The large variations in EE have implications for population-based surveillance of PA levels and for clinical studies using active VR gaming.

Suggested Citation

  • Jan-Michael Johansen & Kjartan van der Iest Schutte & Solfrid Bratland-Sanda, 2023. "Large Estimate Variations in Assessed Energy Expenditure and Physical Activity Levels during Active Virtual Reality Gaming: A Short Report," IJERPH, MDPI, vol. 20(2), pages 1-9, January.
  • Handle: RePEc:gam:jijerp:v:20:y:2023:i:2:p:1548-:d:1035942
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    References listed on IDEAS

    as
    1. Théo Perrin & Charles Faure & Kévin Nay & Giammaria Cattozzo & Anthony Sorel & Richard Kulpa & Hugo A. Kerhervé, 2019. "Virtual Reality Gaming Elevates Heart Rate but Not Energy Expenditure Compared to Conventional Exercise in Adult Males," IJERPH, MDPI, vol. 16(22), pages 1-8, November.
    2. Małgorzata Dębska & Jacek Polechoński & Arkadiusz Mynarski & Piotr Polechoński, 2019. "Enjoyment and Intensity of Physical Activity in Immersive Virtual Reality Performed on Innovative Training Devices in Compliance with Recommendations for Health," IJERPH, MDPI, vol. 16(19), pages 1-12, September.
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