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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.
Mologne, Mitchell S; Hu, Jonathan; Carrillo, Erik; Gomez, David; Yamamoto, Trent; Lu, Stevin; Browne, Jonathan D; Dolezal, Brett A.
  • Mologne MS; Airway & UCFit Digital Health-Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, CA 90024, USA.
  • Hu J; Airway & UCFit Digital Health-Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, CA 90024, USA.
  • Carrillo E; John A Burns School of Medicine, University of Hawaii, Honolulu, HI 96813, USA.
  • Gomez D; Airway & UCFit Digital Health-Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, CA 90024, USA.
  • Yamamoto T; Keck School of Medicine, University of Southern California, Los Angeles, CA 90033, USA.
  • Lu S; Airway & UCFit Digital Health-Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, CA 90024, USA.
  • Browne JD; Airway & UCFit Digital Health-Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, CA 90024, USA.
  • Dolezal BA; Airway & UCFit Digital Health-Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, CA 90024, USA.
Article en En | MEDLINE | ID: mdl-36612530
ABSTRACT
Exergaming, combining elements of video game into the realm of exercise, has recently incorporated immersive virtual reality (IVR) with resistance training. Thirty-two participants (14 females, mean age = 24.3) were randomized to IVR or self-directed control group (SELF) and worked out thrice weekly for 12 weeks (for 36 sessions). The IVR group spent 14 fewer minutes per session (p < 0.001) while reporting the sessions "enjoyable'. Compared to SELF, the IVR group had significantly greater improvement in changes from baseline to post-training in upper-and-lower muscular strength (1-RM) and muscular endurance (85% 1-RM) (14.3 kg vs. 10.0 kg for 1-RM upper, 28.6 kg vs. 22.5 kg for 1-RM lower, 2.6 reps vs. 1.9 reps for 85% 1-RM of upper, 2.7 vs. 2.0 reps for 85% 1-RM of lower, all p < 0.001), peak leg power (1424 vs. 865 W, p < 0.001), body fat% (−3.7% vs. −1.9%, p < 0.001), heart rate variability (4.3 vs. 1.8 ms, p < 0.001), rVO2max (3.28 vs. 0.89 mL/min/kg, p < 0.001) with decreased systolic BP (−0.4 vs. −2.3 mmHg, p < 0.001), and level of perceived exertion during workouts (RPE 14 vs. 16, p < 0.001). With its high-paced and action-filled gaming coupled with superior fitness and cardiometabolic outcomes, this IVR exergaming platform should be considered as another exercise modality for performance and health-related training.
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Texto completo: 1 Banco de datos: MEDLINE Asunto principal: Enfermedades Cardiovasculares / Juegos de Video / Realidad Virtual Tipo de estudio: Clinical_trials Límite: Adult / Female / Humans Idioma: En Año: 2022 Tipo del documento: Article

Texto completo: 1 Banco de datos: MEDLINE Asunto principal: Enfermedades Cardiovasculares / Juegos de Video / Realidad Virtual Tipo de estudio: Clinical_trials Límite: Adult / Female / Humans Idioma: En Año: 2022 Tipo del documento: Article