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Item Exploring actual and perceived levels of physical activity intensity during virtual reality active games(Frontiers Media, 2024-02-09) Naugle, Keith E.; Cervantes, Xzaliya A.; Boone, Carolyn L.; Wind, Brandon; Naugle, Kelly M.; Exercise & Kinesiology, School of Health and Human SciencesBackground: Research suggests that engaging in active virtual reality (VR) video games can elicit light to moderate levels of physical activity (PA), making it a novel and fun mode of exercise. Further research is needed to understand the influence of VR on perceptions of exertion and enjoyment during PA. Objective: The objectives of this study are (1) to compare actual and perceived exertion within and between active VR games with varying levels of difficulty and (2) to determine how playing active VR games influences PA enjoyment during gameplay. Methods: A total of 18 participants completed four separate study sessions, during which they engaged in either a 15-min bout of traditional exercise (stationary cycling) or played one VR game. Heart rate (HR) and ratings of perceived exertion (RPE) using the Borg CR10 scale were assessed during VR gameplay and cycling. Enjoyment was measured after gameplay. VR games included playing Holopoint at level 2 and level 3 and Hot Squat. Repeated measures ANOVAs were used to examine (1) changes in HR and RPE across time within games and (2) differences in actual and perceived levels of intensity and enjoyment between games. Bivariate correlations examined the relationship between the degree of change in actual intensity and the degree of change in perceived intensity during each VR game and cycling. Results: The analyses revealed that RPE and HR significantly increased from baseline during each condition and generally increased across the 15-min of gameplay. Hot Squat and cycling elicited a significantly higher percentage of heart rate reserve (%HRR) than Holopoint at levels 2 and 3. Holopoint level 3 elicited a higher %HRR than Holopoint level 2. The participants reported greater average and max RPE during Hot Squat and cycling compared with Holopoint at levels 2 and 3. The correlations revealed a significant positive correlation between the degree of change in HR and RPE for cycling, but no significant correlations were observed for any of the VR conditions. The physical activity during Holopoint at both levels was rated as more enjoyable than Hot Squat and cycling. Conclusion: Our data support the notion that VR has the potential to alter individuals' perceptions of exertion during PA and, in particular, may reduce their awareness of increases in actual exertion.Item Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber(JMIR, 2025-04-01) Boots, Brenden; Berg, Daniel; Hewitt, Easton; Naugle, Keith; Naugle, Kelly; Exercise & Kinesiology, School of Health and Human SciencesBackground: 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.