INTRODUCTION:
Affective responses during physical activity (PA) appear to be influenced by exercise intensity and adherence (Ekkekakis, Backhouse, and Lind., 2008). Immersive virtual reality (iVR) has the potential to enhance the pleasantness of PA practice (Mouatt et al., 2020). This pilot study aimed to investigate whether the pleasantness induced by iVR affects external and/or internal exercise workload.
METHODS:
Ten healthy but inactive participants completed a cycle-ergometer session using Holofit iVR (Holodia Inc., US) across 10 virtual environments. Participants cycled at a self-selected pace targeting a perceived exertion of 11 on the Borg 6-20 scale (Borg., 1998). Each environment was experienced for 3 min, with 1.5 min of rest between bouts. After each session, participants rated the environments using a color-coded system (Red, Yellow, Green). External (power output in watts) and internal (heart rate) workloads were recorded (Xand HR monitor, Lode Excalibur Sport). To monitor unwanted fatigue, participants performed a 5-minute fixed workload cycling task before and after the session (50watts for males and 25 for females at 70 rpm).
RESULTS:
A manipulation check using a Two One-Sided test (equivalence intervals: ± 1 RPE, and/or ± 5 bpm) led to the exclusion of 3 participants. Environments ratings were coded as 0 for Red and yellow (negative valance), and 1 for green (positive valence). A paired t-test revealed no significant difference in mean power output between positively and negatively rated environments (mean diff = -0.35 watt, t (6) = -0.19, 95% CI -4.59 – 3.90 p = 0.848; Cohen’s d = -0.08, small). Heart rate, analyzed with a Wilcoxon signed-rank test, also showed no significant difference based on environment valence (V = 6, p = 0.205; Cohen’s d = 0.511, moderate effect).
CONCLUSION:
At a fixed perceived exertion, the pleasantness of iVR environments did not significantly influence external or internal cycling workloads. However, the moderate effect size observed for internal workload suggests that a type II error could not be excluded. Future studies should explore this further, potentially using objective submaximal exercise intensities.
References:
Ekkekakis P, Backhouse SH, Gray C, Lind E. Walking is popular among adults but is it pleasant? A framework for clarifying the link between walking and affect as illustrated in two studies. Psychology of Sport and Exercise. 2008; 9:246–264.
Mouatt B, Smith AE, Mellow ML, et al (2020) The Use of Virtual Reality to Influence Motivation, Affect, Enjoyment, and Engagement During Exercise: A Scoping Review. Front Virtual Real 1. https://doi.org /10.3389/frvir.2020.564664
Borg, G. (1998). Borg's perceived exertion and pain scales. Human kinetics.