ArticleFrontiers in rehabilitation sciences2022
Actual vs. perceived exertion during active virtual reality game exercise.
Article in Frontiers in rehabilitation sciences, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 2 of them syntheses that pooled it.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
17 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Clinical Effectiveness of Immersive Virtual Reality Exercise Interventions: Systematic Review and Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis.JMIR aging · 2025Pooled it
- Active Video Gaming Intervention in Adults With Mobility Impairments: Concurrent Mixed Methods Single-Arm Pilot Study.JMIR serious games · 2026Article
- How do virtual exercise technology and social presence influence motivation to exercise?Frontiers in psychology · 2026Article
- The portable wearBands resistance system increases exercise intensity during mixed-reality boxing without reducing enjoyment or flow.Frontiers in sports and active living · 2026Article
- Effects of an Immersive Virtual Reality-Based Exercise Intervention on Psychological and Physiological Outcomes in College Students: Randomized Controlled Trial.JMIR serious games · 2025Article
- Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber.JMIR serious games · 2025Article
- Effects of green-wall layouts on psychological and physiological responses in office environments: a virtual-environment study.Frontiers in psychology · 2025Article
- Comparison of the virtual reality and mobile games regarding physiological load.Frontiers in physiology · 2025Article
- Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications.JMIR serious games · 2024Article
- Exergames and Immersive Virtual Reality as a Novel Therapy Approach in Multiple Sclerosis: Randomised Feasibility Study.Journal of clinical medicine · 2024Article
- Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study.JMIR serious games · 2024Article
- Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study.JMIR serious games · 2024Article
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- Exploring actual and perceived levels of physical activity intensity during virtual reality active games.Frontiers in sports and active living · 2024Article
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Corrections and comments
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Authors and funding
9 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background: Virtual exercise has become more common as emerging and converging technologies make active virtual reality games (AVRGs) a viable mode of exercise for health and fitness. Our lab has previously shown that AVRGs can elicit moderate to vigorous exercise intensities that meet recommended health benefit guidelines. Dissociative attentional focuses during AVRG gameplay have the potential to widen the gap between participants' perception of exertion and actual exertion. Objective: The aim of this study was to determine actual exertion (AEx) vs. perceived exertion (PEx) levels during AVRGs by measuring heart rate (HR) and ratings of perceived exertion (RPE) in two different settings. Materials and methods: HR and RPE were collected on participants ( Results: Participants exhibited significantly higher levels of AEx compared to reported PEx for all three AVRGs (Intensity): FNVR [AEx = 11.6 ± 1.8 (Light), PEx = 9.0 ± 2.0 (Very Light)], BS [AEx = 11.3 ± 1.7 (Light), PEx = 10.3 ± 2.1 (Very Light)], HP [AEx = 13.1 ± 2.3 (Somewhat Hard), PEx = 12.3 ± 2.4 (Light-Somewhat Hard)]. Additionally, participants playing in the GymS experienced significantly higher levels of AEx [12.4 ± 2.3 (Light-Somewhat Hard)] and PEx [10.8 ± 2.5 (Very Light-Light)] compared to the LabS [AEx = 11.6 ± 1.8 (Light), PEx = 10.3 ± 2.6 (Very Light-Light)]. Conclusion: Perceptions of exertion may be lower than actual exertion during AVRG gameplay, and exertion levels can be influenced by the setting in which AVRGs are played. This may inform VR developers and health clinicians who aim to incorporate exercise/fitness regimens into upcoming 'virtual worlds' currently being developed at large scales (i.e., the "metaverse").
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