Evidence map›Paper›PMID 40168642›Full record

ArticleJMIR serious games2025

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber.

Brenden Boots, Daniel Berg, Easton Hewitt, Keith Naugle, Kelly Naugle

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

The trial behind it

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Brenden BootsSchool of Health and Human Sciences, Indiana University Indianapolis, 901 East New York St, Indianapolis, IN, 46202, United States, 1 317-274-0601.ORCID http://orcid.org/0009-0007-2153-8976
Daniel BergSchool of Health and Human Sciences, Indiana University Indianapolis, 901 East New York St, Indianapolis, IN, 46202, United States, 1 317-274-0601.ORCID http://orcid.org/0009-0000-3217-9381
Easton HewittSchool of Public Health, Indiana University, Bloomington, IN, United States.ORCID http://orcid.org/0009-0001-1587-4785
Keith NaugleSchool of Health and Human Sciences, Indiana University Indianapolis, 901 East New York St, Indianapolis, IN, 46202, United States, 1 317-274-0601.ORCID http://orcid.org/0009-0003-7985-8682
Kelly NaugleSchool of Health and Human Sciences, Indiana University Indianapolis, 901 East New York St, Indianapolis, IN, 46202, United States, 1 317-274-0601.ORCID http://orcid.org/0000-0001-5051-5625

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Virtual reality (VR) active gaming is growing in popularity, but little is known about physical activity during gameplay. Two popular VR games are Gorilla Tag (Another Axiom Inc) and Beat Saber (Beat Games). Little is known about physical activity during these games in youth. Objective: The purpose of this study was to investigate the enjoyment, intensity, and amount of physical activity while playing Gorilla Tag and Beat Saber in early adolescent youth. Methods: Sixteen participants, 13 males and 3 females with an average age of 10.7 (SD 0.34) years, played 2 VR games (Gorilla Tag and Beat Saber) in a single session. Both games followed the same procedure: a maximum of 10-minute familiarization period, 5 minutes of rest, 15 minutes of gameplay, and 10 minutes of rest. Participants wore a heart rate monitor to track heart rate reserve (%HRR) and accelerometers on the wrist and waist to monitor time in sedentary activity, light physical activity, and moderate to vigorous physical activity of the arm and whole body. The Physical Activity Enjoyment Scale-Child Version (PACES) and ratings of perceived exertion (RPE) were completed after each game. Dependent t tests compared measures between games. Results: The results revealed that average and maximum %HRR were significantly higher during Gorilla Tag than during Beat Saber, with heart rate-based physical activity intensity reaching light for Beat Saber and moderate for Gorilla Tag. Arm moderate to vigorous physical activity and whole-body moderate to vigorous physical activity and light physical activity were greater during Gorilla Tag than during Beat Saber. Arm and whole-body sedentary time were significantly lower during Gorilla Tag than during Beat Saber. Gorilla Tag and Beat Saber were rated as highly enjoyable. There were no differences between games for maximum (P=.352) or average (P=.362) RPE. Both games were rated as light intensity for average RPE (Gorilla Tag: mean 4.3, SD 1.9; Beat Saber: mean 4.7, SD 2.3) and moderate intensity for maximum RPE (Gorilla Tag: mean 5.4, SD 1.9; Beat Saber: mean 5.8, SD 2.4). Conclusions: These results suggest that Beat Saber produced light-intensity physical activity and Gorilla Tag produced light- to moderate-intensity physical activity in early adolescent youth, with both games rated as highly enjoyable.

Indexed as

active gamingBeat Saberearly adolescentsenjoymentexergamegamingGorilla Tagheart ratemovementphysical activityvirtual realityVRyoung adultsyouth

Identifiers

PMID40168642
PMCPMC11978236

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.