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dc.contributor.authorJohansen, Jan-Michael
dc.contributor.authorSchutte, Kjartan
dc.contributor.authorBratland-Sanda, Solfrid
dc.date.accessioned2023-03-23T11:44:02Z
dc.date.available2023-03-23T11:44:02Z
dc.date.created2023-02-01T16:35:28Z
dc.date.issued2023
dc.identifier.citationJohansen, J.-M., Schutte, K. V. & Bratland-Sanda, S. (2023). Large Estimate Variations in Assessed Energy Expenditure and Physical Activity Levels during Active Virtual Reality Gaming: A Short Report. International Journal of Environmental Research and Public Health, 20(2), Artikkel 1548.en_US
dc.identifier.issn1661-7827
dc.identifier.urihttps://hdl.handle.net/11250/3060099
dc.description.abstractThe purpose of the study was to compare methods for estimating energy expenditure (EE) and physical activity (PA) intensity during a 30 min session of active virtual reality (VR) gaming. Eight individuals (age = 25.4 ± 2.0 yrs) participated, with a maximal oxygen consumption (VO2max) of 41.3 ± 5.7 mL∙kg−1∙min−1. All tests were conducted over two days. An incremental test to determine the VO2max when running was performed on day 1, while 30 min of active VR gaming was performed on day 2. The instruments used for EE estimations and PA measurements were indirect calorimetry, a heart rate (HR) monitor, and waist- and wrist-worn accelerometer. Compared to indirect calorimetry, waist-worn accelerometers underestimated EE (mean difference: −157.3 ± 55.9 kcal, p < 0.01) and PA levels. HR-based equations overestimated EE (mean difference: 114.8 ± 39.0 kcal, p < 0.01 and mean difference: 141.0 ± 81.6 kcal, p < 0.01). The wrist-worn accelerometer was the most accurate in estimating EE (mean difference: 23.9 ± 45.4 kcal, p = 0.95). The large variations in EE have implications for population-based surveillance of PA levels and for clinical studies using active VR gaming.en_US
dc.language.isoengen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleLarge estimate variations in assessed energy expenditure and physical activity levels during active virtual reality gaming: a short reporten_US
dc.typeJournal articleen_US
dc.typePeer revieweden_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2023 by the authors.en_US
dc.source.volume20en_US
dc.source.journalInternational Journal of Environmental Research and Public Health (IJERPH)en_US
dc.source.issue2en_US
dc.identifier.doihttps://doi.org/10.3390/ijerph20021548
dc.identifier.cristin2121942
dc.source.articlenumber1548en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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