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Enjoyment and Intensity of Physical Activity in Immersive Virtual Reality Performed on Innovative Training Devices in Compliance with Recommendations for Health

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  • Małgorzata Dębska

    (Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 43-512 Katowice, Poland)

  • Jacek Polechoński

    (Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 43-512 Katowice, Poland)

  • Arkadiusz Mynarski

    (Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 43-512 Katowice, Poland)

  • Piotr Polechoński

    (Faculty of Physiotherapy, The Jerzy Kukuczka Academy of Physical Education in Katowice, 43-512 Katowice, Poland)

Abstract

The aim of the study is to assess the enjoyment and intensity of physical exercise while practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training devices (omni-directional Omni treadmill and Icaros Pro flight simulator). The study also contains the results of subjective research on the usefulness of such a form of PA in the opinion of users. In total, 61 adults (10 women and 51 men) took part in the study. To assess the enjoyment level (EL) Interest/Enjoyment subscale of Intrinsic Motivation Inventory (IMI) was used. Exercise intensity was assessed during 10-min sessions of active video games (AVGs) in IVR based on heart rate (HR). The average enjoyment level during physical exercise in IVR on the tested training devices was high (Omni 5.74 points, Icaros 5.60 points on a 1–7 Likert scale) and differed significantly in favor of PA on Omni. In the opinion of the majority of participants, AVGs in IVR on the tested devices constitute a sufficiently useful form of PA to meet the needs of leisure time activities, and they can even replace some forms of physical effort performed in a classic way. The intensity of PA during games on training devices was at the level recommended for health benefits for 80.55% (Omni) and 50.77% (Icaros Pro) of its duration. Based on the conducted research, it can be assumed that AVGs in IVR using a multi-directional treadmill and a flight simulator can be an effective tool for increasing participation in health-oriented PA.

Suggested Citation

  • 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.
  • Handle: RePEc:gam:jijerp:v:16:y:2019:i:19:p:3673-:d:272198
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    References listed on IDEAS

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    1. Tsu-Ming Yeh & Fan-Yun Pai & Mei-Yuan Jeng, 2019. "The Factors Affecting Older Adults’ Intention toward Ongoing Participation in Virtual Reality Leisure Activities," IJERPH, MDPI, vol. 16(3), pages 1-13, January.
    2. Patrick W. C. Lau & Yan Liang & Erica Y. Lau & Choung-Rak Choi & Chang-Gyun Kim & Myung-Soo Shin, 2015. "Evaluating Physical and Perceptual Responses to Exergames in Chinese Children," IJERPH, MDPI, vol. 12(4), pages 1-13, April.
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    Cited by:

    1. 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.
    2. Íbis A. P. Moraes & Joyce A. Lima & Nadja M. Silva & Amanda O. Simcsik & Ana C. Silveira & Lilian D. C. Menezes & Luciano V. Araújo & Tânia B. Crocetta & Mariana C. Voos & James Tonks & Talita D. Silv, 2022. "Effect of Longitudinal Practice in Real and Virtual Environments on Motor Performance, Physical Activity and Enjoyment in People with Autism Spectrum Disorder: A Prospective Randomized Crossover Contr," IJERPH, MDPI, vol. 19(22), pages 1-17, November.
    3. Marianna De Maio & Cecilia Bratta & Alice Iannaccone & Loriana Castellani & Carl Foster & Cristina Cortis & Andrea Fusco, 2022. "Home-Based Physical Activity as a Healthy Aging Booster before and during COVID-19 Outbreak," IJERPH, MDPI, vol. 19(7), pages 1-19, April.
    4. Sara Moreira & Maria Salomé Ferreira & Maria Begoña Criado & Jorge Machado & Cristina Mesquita & Sofia Lopes & Paula Clara Santos, 2021. "Occupational Health: Does Compliance with Physical Activity Recommendations Have a Preventive Effect on Musculoskeletal Symptoms in Computer Workers? A Cross-Sectional Study," IJERPH, MDPI, vol. 18(14), pages 1-13, July.
    5. Muhammad Hizri Hatta & Hatta Sidi & Chong Siew Koon & Nur Aishah Che Roos & Shalisah Sharip & Farah Deena Abdul Samad & Ong Wan Xi & Srijit Das & Suriati Mohamed Saini, 2022. "Virtual Reality (VR) Technology for Treatment of Mental Health Problems during COVID-19: A Systematic Review," IJERPH, MDPI, vol. 19(9), pages 1-14, April.
    6. Alberto Montero-Ruiz & Laura A Fuentes & Estela Pérez Ruiz & Nuria García-Agua Soler & Francisca Rius-Diaz & Pilar Caro Aguilera & Javier Pérez Frías & Elisa Martín-Montañez, 2020. "Effects of music therapy as an adjunct to chest physiotherapy in children with cystic fibrosis: A randomized controlled trial," PLOS ONE, Public Library of Science, vol. 15(10), pages 1-15, October.
    7. Mitchell S. Mologne & Jonathan Hu & Erik Carrillo & David Gomez & Trent Yamamoto & Stevin Lu & Jonathan D. Browne & Brett A. Dolezal, 2022. "The Efficacy of an Immersive Virtual Reality Exergame Incorporating an Adaptive Cable Resistance System on Fitness and Cardiometabolic Measures: A 12-Week Randomized Controlled Trial," IJERPH, MDPI, vol. 20(1), pages 1-14, December.
    8. 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.

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