EXERCISE INTENSITY OF A HIGH-SPEED VIRTUAL REALITY GOALKEEPING TASK

Author(s): PALUDO, A., PARPA, K., MICHAELIDES, M., AVRAAMIDES, M., Institution: UNIVERSITY OF CYPRUS, Country: CYPRUS, Abstract-ID: 510

INTRODUCTION:
Virtual Reality (VR) is increasingly used in goalkeeper training, with a focus on improving perceptual-cognitive skills; however, the physiological intensity of high-speed, sport-specific VR tasks remains unclear. Therefore, this study aimed to quantify the exercise intensity of a VR goalkeeping task based on the percentage of maximal heart rate (%HRmax) and perceptual effort.
METHODS:
Eleven professional male goalkeepers (age: 22.8 ± 7.1 years; VO₂max: 51.5 ± 4.1 ml·kg⁻¹·min⁻¹) from First Division teams of the Cyprus Football League participated in this study. Maximal heart rate (HRmax) was determined using an incremental treadmill test to exhaustion. Heart rate during the VR task (HRex) was continuously monitored using a chest-strap heart rate monitor. The task was performed using a HMD VR headset (Meta Quest®) and a goalkeeper-specific application (VkeepR, Mentis VR®) and consisted of blocking 60 balls launched at near-maximum speed (velocity 9) from three virtual cannons, with variable shot intervals (0.6–3.0 s). The whole session lasted approximately 2 minutes. Ratings of perceived exertion (RPE) was collected post-task using the CR-10 Borg Scale.
RESULTS:
Goalkeepers reached an average HRex corresponding to 79.4% of HRmax (153 ± 14.1 bpm), with peak values reaching 84.9% of HRmax (164 ± 14.2 bpm). The reported RPE was 5.5 ± 2.6 arbitrary units, corresponding to a ‘hard’ exercise intensity.
CONCLUSION:
A short, high-speed VR goalkeeping task induces moderate-to-high cardiovascular load, suggesting that VR-based task may provide not only perceptual-cognitive training but also a meaningful physiological stimulus. Thus, VR tasks may be useful as a complementary training modality during regular practice or when on-field training is limited.