ArticleBMC sports science, medicine & rehabilitation2024
Assessment of the intensity and attractiveness of physical exercise while playing table tennis in an immersive virtual environment depending on the game mode.
Article in BMC sports science, medicine & rehabilitation, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.
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Who cites it
5 citing papers in PubMed.
- Wearable Biosensing and Machine Learning for Data-Driven Training and Coaching Support.Biosensors · 2026Review
- The portable wearBands resistance system increases exercise intensity during mixed-reality boxing without reducing enjoyment or flow.Frontiers in sports and active living · 2026Article
- The mediating role of self-regulation in fostering Intelligent-TPACK and ethics in physical education teacher education students.Scientific reports · 2025Article
- Comparison of the virtual reality and mobile games regarding physiological load.Frontiers in physiology · 2025Article
- Artificial intelligence in physical education: comprehensive review and future teacher training strategies.Frontiers in public health · 2024Review
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Authors and funding
1 author.
Funding
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Abstract
backgroundIt appears that active video games (AVGs) and training apps that allow for physical activity (PA) in immersive virtual reality (VR) may be useful for sports, health-enhancing PA, and physical education (PE). Therefore, research is needed to identify their potential.
objectiveThe study aimed to evaluate the intensity and attractiveness of exercise during table tennis (TT) training in VR in arcade and simulation modes and to assess the potential for using such exercises in health-enhancing PA, sport, and PE.
methodsThe research used the Racket Fury: Table Tennis VR. Exercise intensity during TT training in VR was evaluated by heart rate (HR) monitoring and rating of perceived exertion (RPE 6-20). The effectiveness of short-term TT training in VR was estimated based on the user's performance in playing against an opponent with artificial intelligence (AI), satisfaction with playing TT was measured using the Physical Activity Enjoyment Scale (PACES), and the potential usefulness of the tested app in PA, sport, and PE was assessed based on a questionnaire for participating PE teachers (30 participants).
resultsPA intensity during TT training in VR expressed as a percentage of maximum heart rate (HR
conclusionsThe application tested is characterized by a beneficial PA intensity, with its level depending on the game mode. Facilitating strokes during a game of virtual TT promotes increased intensity of exercise and increased enjoyment of the PA. Short-term TT training in VR improves playing skills in a virtual environment. PE teachers spoke highly of the app and recognized the potential for using VR technology in PA, sports, and school PE.
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