VR Immersion during cycling-exercise data collection results
Impact of virtual reality immersion on exercise performance and perceptions in young, middle-aged and older adults
This study compared the effect of high and low levels of virtual reality (VR) immersion during moderate and high intensity cycling-exercise in younger (18-35), middle-aged (36-50), and older (51-69) adults. Thirty participants (5 female and 5 males per age-group) completed moderate (15min at 60-75% maximum heart rate (MHR)) and high (x10 30s sprints at 75-85% MHR) intensity cycling in four conditions: VR using a head-mounted display (High HMD), room-projector (Low Room), screen-projector (Low Screen), or No VR. Exercise performance measures (cadence, distance, power output) were recorded. Following each VR condition, enjoyment (PACES) and engagement (Flow State Scale) were measured. Results showed (1) no difference in exercise performance measures between conditions (except HR) was observed (for all age groups), (2) exercise engagement (e.g., sense of control and loss of self-consciousness) were higher in the Low Screen condition (for all age groups), and (3) exercise enjoyment showed non-significant age group preferences when exercising in VR immersive environments (younger group preferring high immersion, middle and older groups preferring no VR and low immersion exercise respectively). The findings indicate that VR immersion impacts exercise engagement in different age-groups and therefore should be considered when using VR to promote exercise behaviour.