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
2022
Mitchell S. Mologne | Jonathan Hu | Erik Carrillo | David Gomez | Trent Yamamoto | Stevin Lu | Jonathan D. Browne | Brett A. Dolezal
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 &ldquo:enjoyable&rsquo:. 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% (&minus:3.7% vs. &minus: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 (&minus:0.4 vs. &minus: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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