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Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study

Author

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  • Jacek Polechoński

    (Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 40-065 Katowice, Poland)

  • Katarzyna Nierwińska

    (Department of Physiological and Medical Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 40-065 Katowice, Poland)

  • Barbara Kalita

    (Metabolic Diseases Clinic, the Voivodeship Specialist Clinic Complex in Katowice, 40-038 Katowice, Poland)

  • Piotr Wodarski

    (Department of Biomechatronics, Faculty of Biomedical Engineering, Silesian University of Technology, 41-800 Zabrze, Poland)

Abstract

Immersive virtual reality (IVR) is a technology that blurs the line between the physical world and a digital environment. Using appropriate pointing devices, it is possible to engage in physical activity (PA). The main aim of the study was to assess the attractiveness and intensity of physical exercise while playing active video games (AVGs) in IVR on an omnidirectional treadmill by obese children and to present the results compared to health recommendations (PA). It was also assessed whether the AVGs storyline can effectively motivate the participants to undertake locomotor activity by increasing the intensity of their effort (moving in a limited space vs. having to follow a set route). Eleven children aged 8 to 12 years with diagnosed obesity participated in the experiment. The attractiveness of PA was assessed with a questionnaire, while the intensity of exercise was estimated on the basis of heart rate. The answers show that AVGs are attractive and more enjoyable for the respondents than conventional video games. All participants declared their willingness to practice this form of PA. The intensity of PA of obese children during two games was high but during the game where the player was supposed to follow a set route, it was significantly higher (83.3 ± 9.2% HRmax) than during the game whose storyline assumed moving in a limited space (77.4 ± 9.8% HRmax). Due to the high intensity of PA while playing the AVGs studied, it can be assumed that obese children can benefit for their health if the games are used on a regular basis. However, further research is needed to verify this thesis.

Suggested Citation

  • Jacek Polechoński & Katarzyna Nierwińska & Barbara Kalita & Piotr Wodarski, 2020. "Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study," IJERPH, MDPI, vol. 17(21), pages 1-14, November.
  • Handle: RePEc:gam:jijerp:v:17:y:2020:i:21:p:8051-:d:438556
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    References listed on IDEAS

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    1. Li-Na Chou & Min-Li Chen, 2017. "Influencing Factors of the Body Mass Index of Elementary Students in Southern Taiwan," IJERPH, MDPI, vol. 14(3), pages 1-11, February.
    2. Benedicte Deforche & Ilse De Bourdeaudhuij, 2015. "Attentional Distraction during Exercise in Overweight and Normal-Weight Boys," IJERPH, MDPI, vol. 12(3), pages 1-14, March.
    3. Jiali Qian & Daniel J. McDonough & Zan Gao, 2020. "The Effectiveness of Virtual Reality Exercise on Individual’s Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review," IJERPH, MDPI, vol. 17(11), pages 1-17, June.
    4. 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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    1. Alan Langer & Jacek Polechoński & Piotr Polechoński & Jarosław Cholewa, 2022. "Ruler Drop Method in Virtual Reality as an Accurate and Reliable Tool for Evaluation of Reaction Time of Mixed Martial Artists," Sustainability, MDPI, vol. 15(1), pages 1-12, December.
    2. Diego Fernández-Vázquez & Víctor Navarro-López & Roberto Cano-de-la-Cuerda & Domingo Palacios-Ceña & María Espada & Daniel Bores-García & José Manuel Delfa-de-la-Morena & Nuria Romero-Parra, 2024. "Influence of Virtual Reality and Gamification Combined with Practice Teaching Style in Physical Education on Motor Skills and Students’ Perceived Effort: A Mixed-Method Intervention Study," Sustainability, MDPI, vol. 16(4), pages 1-15, February.
    3. Pablo Farías, 2020. "The Use of Fear versus Hope in Health Advertisements: The Moderating Role of Individual Characteristics on Subsequent Health Decisions in Chile," IJERPH, MDPI, vol. 17(23), pages 1-15, December.

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