Immersive Virtual Reality Exergame Promotes the Practice of Physical Activity in Older People: An Opportunity during COVID-19
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Experimental Setup
2.3. Related Work
2.3.1. Acclimatization
2.3.2. Exergaming Session 1
2.3.3. Exergaming Session 2
2.4. Assessment Tools
- Safety of the immersive experience through the Simulator Sickness Questionnaire (SSQ) [27]. This questionnaire, originally designed to be applied in simulators, consists of 16 items, grouped into 3 subscales and divided by symptomatology. Each item is assessed on a four-point scale (0 = I feel nothing, 1 = a little, 2 = medium, and 3 = a lot), and the total score results from the sum of the scores of the three subscales. This tool has been widely used to measure the frequency of cybersickness in the general population [28,29].
- Usability of the proposed system through the System Usability Scale (SUS) [30]. The SUS was developed as a survey that allows professionals to evaluate the usability of a product/service in a quick and easy manner. The SUS is a Likert-type scale that includes 10 questions. Participants rate each question from 1 to 5 according to their degree of agreement or disagreement with what they are reading, where 5 means that they completely agree and 1 means that they completely disagree. The resulting algorithm determines a score out of a maximum of 100 points [31].
- Opinions using the Game Experience Questionnaire (post-game GEQ) module [32]. The GEQ is a questionnaire that consists of three modules (main module, social module, and post-game module). Modules 1 and 2 investigate the player’s feelings and thoughts, while module 3 assesses how players felt after they stopped playing. This last module, as used in our study, is a Likert-type scale consisting of 17 items, where the responses are rated according to the intensity of the feelings (where 0 is nothing and 4 is extreme). These items are framed over 4 components that are scored individually, and whose average results in a maximum score of 4, encompassing the following: positive experiences, negative experiences, tiredness, and return to reality [33].
- An ad hoc satisfaction questionnaire consisting of 5 questions was developed to identify the strengths and weaknesses of the intervention. The questionnaire was the same as one used in a previous study [22], and includes the following questions: “How was the experience?”; “Would you repeat the experience with IVR”; “Would you recommend the experience of IVR?”; “Do you think the exercise is suitable for people of your age? Why?”; and free comments.
- Effort scores (perceived effort and HR), using the Borg perceived effort scale [34], and by monitoring the average HR with a Mi Smart Band 4 wristband and the Mi Fit version 4.0.14 app (Xiaomi, Haidian, Pekin).
3. Results
- Participant 1
- Participant 2
- Participant 3
- Participant 4
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Characteristics | P1 | P2 | P3 | P4 |
---|---|---|---|---|
Age (years) | 77 | 67 | 65 | 74 |
Gender | Male | Male | Male | Male |
BMI (kg/m2) | 24.09 | 30.07 | 26.19 | 24.80 |
Gaming experience Exercise habits | No AE (3 d/w) | No Sedentary | No Sedentary | No Sedentary |
Exergaming Sessions | P1 | P2 | P3 | P4 |
---|---|---|---|---|
Session 1 (training) HR mean -bpm- | 90 | 105 | 115 | 108 |
Borg score (TS) | 3/10 | 5/10 | 5/10 | 5/10 |
BOX VR score | 1825 | 3613 | 3505 | 1967 |
Session 2 (training) | ||||
HR mean -bpm- | 86 | 110 | 125 | 118 |
Borg score (TS) | 3/10 | 7/10 | 7/10 | 8/10 |
BOX VR score | 1965 | 5441 | 6656 | 2361 |
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Campo-Prieto, P.; Rodríguez-Fuentes, G.; Cancela-Carral, J.M. Immersive Virtual Reality Exergame Promotes the Practice of Physical Activity in Older People: An Opportunity during COVID-19. Multimodal Technol. Interact. 2021, 5, 52. https://doi.org/10.3390/mti5090052
Campo-Prieto P, Rodríguez-Fuentes G, Cancela-Carral JM. Immersive Virtual Reality Exergame Promotes the Practice of Physical Activity in Older People: An Opportunity during COVID-19. Multimodal Technologies and Interaction. 2021; 5(9):52. https://doi.org/10.3390/mti5090052
Chicago/Turabian StyleCampo-Prieto, Pablo, Gustavo Rodríguez-Fuentes, and José Mª Cancela-Carral. 2021. "Immersive Virtual Reality Exergame Promotes the Practice of Physical Activity in Older People: An Opportunity during COVID-19" Multimodal Technologies and Interaction 5, no. 9: 52. https://doi.org/10.3390/mti5090052