Exercise intensity during a boxing game performed in virtual reality (VR) versus in a traditional game setting (TGS) among adults with and without simulated age-related macular degeneration (AMD)

Research output: Unpublished contribution to conferencePoster

Abstract

Introduction: This study aims to compare intensity levels and pleasure experience between a virtual reality (VR) boxing game and a traditional game setting (TGS) boxing game in adults both with and without age-related macular degeneration (AMD) simulation glasses.
Methods: A total of 24 participants (mean age 58.2 ± 7.4 years, 58.2% women), aged 50 years and older, were recruited through convenience sampling. Each participant completed four five-minute boxing trials in a randomized order, combining two settings (VR and TGS) with two vision conditions (with and without wearing AMD simulation glasses). In each trial, intensity was measured objectively using a chest-worn Polar heart rate (HR) monitor and subjectively with the Borg Rating of Perceived Exertion scale (RPE). Pleasure was assessed using a Visual Analog Scale (VAS). Objective and subjective intensity levels, along with pleasure experience, were analyzed using three two-way repeated measures ANOVAs to evaluate the effects of setting and vision.
Results: No interaction effects were observed across the three analyses (HR: p=0.298; RPE: p=0.556; VAS: p=0.234). Additionally, no significant main effect of setting was found on either objective intensity (p=0.052) or subjective intensity (p=0.474). Similarly, vision did not have a significant main effect on objective intensity (p=0.081) or subjective intensity (p=0.457). However, significant main effects were identified on experienced pleasure for setting, with participants reporting higher pleasure in VR compared to TGS (p<0.001), and for vision, with participants reporting higher pleasure without the AMD simulation glasses (p=0.004).
Conclusion: VR and TGS showed similar intensity levels regardless of whether AMD simulation glasses were worn. However, VR was perceived as more pleasurable, which could enhance the exercise experience for individuals with late-stage AMD. This underscores VR's potential as a valuable tool in physical activity.
Original languageEnglish
Publication statusUnpublished - 2024
Event29Ste VBSW-symposium -
Duration: 6 Dec 2024 → …

Conference

Conference29Ste VBSW-symposium
Period6/12/24 → …

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