Date of Award

Fall 12-19-2025

Document Type

Dissertation

Degree Name

Doctor of Kinesiology (PhD)

Department

Kinesiology

Abstract

Virtual reality (VR) technology offers potential as an exercise modality, yet comprehensive physiological assessments using gold-standard methodology remain limited. This study investigated the physiological demands of three VR fitness games, Beat Saber, Punch Fit, and RUN, by examining exercise intensity, energy expenditure, and time spent above American College of Sports Medicine (ACSM) intensity thresholds. Thirty-two college students (ages 18-32, M = 23.9 ± 3.1 years) completed maximal exercise testing to establish VO₂max, followed by a VR gaming session. Physiological responses were measured using portable indirect calorimetry and heart rate monitoring. Repeated-measures ANOVAs revealed significant differences between games, with large effect sizes (ηp² = 0.251-0.488). RUN elicited significantly higher responses than Beat Saber and Punch Fit across all measures: mean intensity (60.5% vs. 43.2-46.6% VO₂max), heart rate (140.2 vs. 116.3-124.4 bpm), and energy expenditure (8.30 vs. 5.70-6.31 kcal/min). Beat Saber and Punch Fit produced equivalent responses despite different mechanics, suggesting biomechanical movement patterns predict intensity better than game genre. All games met ACSM guidelines for health-promoting activity. Upper-body dominant games (Beat Saber, Punch Fit) produced moderate intensity comparable to brisk walking, while RUN approached vigorous intensity thresholds. Effect sizes increased at higher intensity thresholds (ηp² = 0.271 to 0.376), indicating game differences become more pronounced at vigorous intensities. This research provides the first comprehensive physiological comparison of VR games using rigorous methodology, establishing evidence-based parameters for VR exercise prescription and supporting VR as a legitimate moderate-intensity exercise alternative for appropriate populations.

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