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Energy Expenditure And Mood States During Two Modes Of A Virtual Reality Fitness Game

2024· article· en· W4402662216 on OpenAlexaff
Tabitha V. Craig, Ryan E. Rhodes, Wuyou Sui

Bibliographic record

VenueMedicine & Science in Sports & Exercise · 2024
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsUniversity of Victoria
Fundersnot available
KeywordsEnergy expenditureMoodVirtual realityPsychologyEnergy (signal processing)Applied psychologyHuman–computer interactionComputer scienceSocial psychologyMedicineMathematicsStatistics

Abstract

fetched live from OpenAlex

BACKGROUND: The effectiveness of virtual reality (VR) fitness games as a form of moderate-to-vigorous physical activity (MVPA) and their effect on mood has yet to be thoroughly quantified. VR fitness games’ energy expenditures are highly variable and their effectiveness as a form of MVPA should not be generalized. PURPOSE: To examine the effectiveness of two medium intensity modes (“Flow”, “Boxing”) of a VR Fitness game using indirect calorimetry and mood scales. METHODS: A metabolic cart was used to examine the relative and objective VO2, METs, and calories burned during two medium-intensity bouts of a VR fitness game in young (25.42 ± 3.25 years of age) active individuals (12 female, 11 male). The METs and calories burned were compared to a triaxial waist worn accelerometer, smart watch, and VR headset. Mood states were assessed pre- and post-VR fitness bout using the shortened Profile of Mood States. T-Tests were used to compare VR fitness game modes, sex, and pre-post exercise session changes. RESULTS: VO2 (absolute) averaged 1.93 ± 0.44 L/min and VO2 (relative) averaged 27.61 ± 5.60 mL/kg/min between modes. Given the recorded METs for each modality, both “Flow” (8.2 METs) and “Boxing” (7.6 METs) can be classified as high energy expenditure, vigorous activity. Regarding caloric expenditure, the values of the waist-worn accelerometer and VR headset differed from the metabolic cart, but the smart watch values were similar. Mood changes pre-to-post exercise were consistent with expected values for MVPA with participants reporting for both “Flow” and “Boxing” respectively, that they felt more “active” (p < 0.01; p < 0.01), more “full of pep” (p = 0.02; p = 0.05), and more “lively” (p = 0.019; p < 0.01). No sex differences were revealed for any metric. CONCLUSIONS: Both the “Flow” and “Boxing” modes of the VR fitness game modes can provide both mental and physical health benefits through mechanisms induced by engaging in physical activity and may be an effective exercise modality in a VO2 training program. Meta/Supernatural

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.001
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.002
Threshold uncertainty score0.006

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.019
GPT teacher head0.336
Teacher spread0.317 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

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Citations0
Published2024
Admission routes1
Has abstractyes

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