Author:
Mologne Mitchell S.,Yamamoto Trent,Viggiano Michael,Blatney August E.,Lechner Ross J.,Nguyen Thalia H.,Doyle Aaron,Farrales Jason P.,Neufeld Eric V.,Dolezal Brett A.
Abstract
While there has been a recent onslaught of traditional lab-based fitness measures in immersive virtual reality (IVR) exergaming research, there remains a paucity in the field-based fitness domain, which refers to assessments made outside a formal laboratory setting which are easier, cheaper, and have more practical application. This study aimed to assess changes in field-based fitness tests including the 1-mile run, 20-m dash, multiple single-leg hop-stabilization test, Abalakov jump, and 5-10-5 Pro Agility test during a 1-month workout protocol and to compare differences between groups assigned to either an IVR machine-directed exergaming platform or a traditional, self-directed cable-resistance training control (SELF). Eighteen (7 females) college-aged participants with little resistance training experience were randomized to IVR or SELF and worked out thrice weekly for 4 weeks (12 sessions). Wilcoxon rank-sum tests were performed for continuous variables to assess significance. Compared to SELF, the IVR group had significantly better performance improvements in 20 m dash (−0.1s vs. 0.0s, p = 0.022), 5-10-5 Pro Agility Test (−0.1s vs. −0.0s, p = 0.003), Abalakov Jump (5.8 cm vs. 2.0 cm, p = 0.0013), 1-Mile Run (−11.0s vs. −2.0s, p = 0.008), and Multiple Single-Leg Hop-Stabilization Test with their dominant (−9.0s vs. 1.0s, p = 0.0015) and non-dominant (−8.0s vs. 1.0s, p = 0.003) legs. This training study demonstrates that IVR exergaming, more so than those that traditionally resistance train (SELF), can improve many field-based fitness components including agility, balance and stability, speed/acceleration, cardiovascular endurance, and lower-body power.