Exergames as an Effective Alternative to Real Environmental Tennis Training for Adolescents

Author:

Flôres Fábio12ORCID,Silva André1ORCID,Willig Renata1ORCID,Reyes Ana134ORCID,Serpa Joana1ORCID,Marconcin Priscila15ORCID,Vieira Fernando1ORCID,Soares Denise6ORCID,Casanova Nuno1ORCID

Affiliation:

1. Insight: Piaget Research Center for Ecological Human Development, Piaget Institute, 1950-157 Lisboa, Portugal

2. Research Center in Sports Performance, Recreation, Innovation and Technology (SPRINT), 4960-320 Melgaco, Portugal

3. Centro de Investigação em Desporto, Educação Física, Exercício e Saúde (CIDEFES), Lusófona University, 1749-024 Lisboa, Portugal

4. Centro de Investigação, Formação, Inovação e Intervenção em Desporto (CIFI2D), Porto University, 4099-002 Porto, Portugal

5. Faculty of Health Sciences, Universidad Autónoma de Chile, Providencia 7500912, Chile

6. Liberal Arts Department, American University of the Middle East, Kuwait City 620000, Kuwait

Abstract

(1) Background: The popularity of motion-sensing computer-based games, like virtual reality (VR) exergames, is increasing among adolescents. However, their efficacy compared to conventional physical training methods remains unclear. This study investigated whether VR exergames produce effects on reaction time (RT) comparable to traditional tennis training in school-aged adolescents. (2) Methods: In total, 130 adolescents (mean age: 15.6 ± 2.0 years; 67 boys: 15.5 ± 2.2 years; 63 girls: 15.7 ± 1.8 years) were recruited in schools and assigned to one of three groups: VR exergame (G1, n = 39), tennis training (G2, n = 25), or control (G3, n = 66). Participants’ RTs were evaluated before and after the interventions. G1 engaged in VR exergames for 8 min, G2 underwent traditional tennis training for 30 min, and G3 did not participate in any physical activity. (3) Results: Our results indicated that in G3, girls exhibited slower RTs compared to boys (p < 0.0). No differences were observed in RTs when comparing G1 and G2. (4) Conclusions: Sex appeared to influence RT, with girls showing slower RTs than boys in G3. The findings suggest that VR exergames and traditional tennis training have similar impacts on RT. This indicates the potential of VR exergames as an alternative to conventional physical training for improving RT in adolescents.

Funder

American University of the Middle East

Publisher

MDPI AG

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