Abstract

Introduction High-intensity interval training (HIIT) has the potential to improve human cardiometabolic health, however concerns remain over real-world long-term adherence and compliance.. Exergaming can increase enjoyment (a key predictor of exercise adherence) and performance of cycling. The objectives of this study were to determine if: i) virtual-reality (VR)-HIIT (track) can elicit higher levels of enjoyment and performance compared to a standard HIIT (blank) and; ii) performance during VR-HIIT can be increased by having participants race against their own performance (ghost) or by surreptitiously increasing resistance (hard). Methods Sixteen participants (eight males, eight females, maximal aerobic capacity: 41.2 ± 10.8 ml/kg/min) completed four VR-HIIT conditions in a partially-randomised cross-over study; 1a) blank, 1b) track, 2a) ghost, and 2b) hard. VR-HIIT sessions consisted of eight 60 s high-intensity intervals interspersed by 60 s recovery intervals, at a resistance equivalent to 70% (77% for hard) and 12.5% maximum power output, respectively, at a self-selected cadence. Enjoyment was assessed using the Intrinsic Motivation Inventory (Ryan, 1982) immediately post-exercise. Paired t-tests were used (blank vs. track, track vs. ghost, ghost vs. hard) to assess differences between modes. Results Enjoyment was higher in the track compared to the blank condition (4.7 ± 0.4 vs. 3.8 ± 0.7, P<0.01), with no other differences observed. Mean power output for each high-intensity interval was 9% higher during the hard compared to the ghost condition (199 ± 57 W vs. 181 ± 51 W, P<0.01) and 3% higher for the ghost compared to the track condition (176 ± 50 W) (P<0.01), with no differences between track and blank conditions. Conclusion VR-exergaming can increase the enjoyment of an acute bout of HIIT in recreationally active individuals and, given that enjoyment of exercise predicts adherence, it may be effective for promoting adherence to HIIT in the general population. By helping individuals race against their previous performance and by surreptitiously increasing resistance, it is also possible to increase exercise intensity without compromising enjoyment. These may be effective techniques to maximise exercise stress and adaptation during a HIIT programme.
Original languageEnglish
Publication statusPublished - 2018
Event23rd Annual Congress of the European College of Sport Science - Dublin, Ireland
Duration: 4 Jul 20187 Jul 2018
Conference number: 23rd
http://ecss-congress.eu/2018/18/index.php

Conference

Conference23rd Annual Congress of the European College of Sport Science
CountryIreland
CityDublin
Period4/07/187/07/18
Internet address

Fingerprint

Exercise
High-Intensity Interval Training
Cross-Over Studies
Compliance
Education
Equipment and Supplies
Health
Population

Cite this

Farrow, M., Lutteroth, C., Rouse, P., & Bilzon, J. (2018). Virtual-reality exergaming can increase enjoyment and performance during high-intensity interval training. Abstract from 23rd Annual Congress of the European College of Sport Science , Dublin, Ireland.

Virtual-reality exergaming can increase enjoyment and performance during high-intensity interval training. / Farrow, Matthew; Lutteroth, Christof; Rouse, Peter; Bilzon, James.

2018. Abstract from 23rd Annual Congress of the European College of Sport Science , Dublin, Ireland.

Research output: Contribution to conferenceAbstract

Farrow, M, Lutteroth, C, Rouse, P & Bilzon, J 2018, 'Virtual-reality exergaming can increase enjoyment and performance during high-intensity interval training' 23rd Annual Congress of the European College of Sport Science , Dublin, Ireland, 4/07/18 - 7/07/18, .
Farrow M, Lutteroth C, Rouse P, Bilzon J. Virtual-reality exergaming can increase enjoyment and performance during high-intensity interval training. 2018. Abstract from 23rd Annual Congress of the European College of Sport Science , Dublin, Ireland.
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abstract = "Introduction High-intensity interval training (HIIT) has the potential to improve human cardiometabolic health, however concerns remain over real-world long-term adherence and compliance.. Exergaming can increase enjoyment (a key predictor of exercise adherence) and performance of cycling. The objectives of this study were to determine if: i) virtual-reality (VR)-HIIT (track) can elicit higher levels of enjoyment and performance compared to a standard HIIT (blank) and; ii) performance during VR-HIIT can be increased by having participants race against their own performance (ghost) or by surreptitiously increasing resistance (hard). Methods Sixteen participants (eight males, eight females, maximal aerobic capacity: 41.2 ± 10.8 ml/kg/min) completed four VR-HIIT conditions in a partially-randomised cross-over study; 1a) blank, 1b) track, 2a) ghost, and 2b) hard. VR-HIIT sessions consisted of eight 60 s high-intensity intervals interspersed by 60 s recovery intervals, at a resistance equivalent to 70{\%} (77{\%} for hard) and 12.5{\%} maximum power output, respectively, at a self-selected cadence. Enjoyment was assessed using the Intrinsic Motivation Inventory (Ryan, 1982) immediately post-exercise. Paired t-tests were used (blank vs. track, track vs. ghost, ghost vs. hard) to assess differences between modes. Results Enjoyment was higher in the track compared to the blank condition (4.7 ± 0.4 vs. 3.8 ± 0.7, P<0.01), with no other differences observed. Mean power output for each high-intensity interval was 9{\%} higher during the hard compared to the ghost condition (199 ± 57 W vs. 181 ± 51 W, P<0.01) and 3{\%} higher for the ghost compared to the track condition (176 ± 50 W) (P<0.01), with no differences between track and blank conditions. Conclusion VR-exergaming can increase the enjoyment of an acute bout of HIIT in recreationally active individuals and, given that enjoyment of exercise predicts adherence, it may be effective for promoting adherence to HIIT in the general population. By helping individuals race against their previous performance and by surreptitiously increasing resistance, it is also possible to increase exercise intensity without compromising enjoyment. These may be effective techniques to maximise exercise stress and adaptation during a HIIT programme.",
author = "Matthew Farrow and Christof Lutteroth and Peter Rouse and James Bilzon",
year = "2018",
language = "English",
note = "23rd Annual Congress of the European College of Sport Science ; Conference date: 04-07-2018 Through 07-07-2018",
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T1 - Virtual-reality exergaming can increase enjoyment and performance during high-intensity interval training

AU - Farrow, Matthew

AU - Lutteroth, Christof

AU - Rouse, Peter

AU - Bilzon, James

PY - 2018

Y1 - 2018

N2 - Introduction High-intensity interval training (HIIT) has the potential to improve human cardiometabolic health, however concerns remain over real-world long-term adherence and compliance.. Exergaming can increase enjoyment (a key predictor of exercise adherence) and performance of cycling. The objectives of this study were to determine if: i) virtual-reality (VR)-HIIT (track) can elicit higher levels of enjoyment and performance compared to a standard HIIT (blank) and; ii) performance during VR-HIIT can be increased by having participants race against their own performance (ghost) or by surreptitiously increasing resistance (hard). Methods Sixteen participants (eight males, eight females, maximal aerobic capacity: 41.2 ± 10.8 ml/kg/min) completed four VR-HIIT conditions in a partially-randomised cross-over study; 1a) blank, 1b) track, 2a) ghost, and 2b) hard. VR-HIIT sessions consisted of eight 60 s high-intensity intervals interspersed by 60 s recovery intervals, at a resistance equivalent to 70% (77% for hard) and 12.5% maximum power output, respectively, at a self-selected cadence. Enjoyment was assessed using the Intrinsic Motivation Inventory (Ryan, 1982) immediately post-exercise. Paired t-tests were used (blank vs. track, track vs. ghost, ghost vs. hard) to assess differences between modes. Results Enjoyment was higher in the track compared to the blank condition (4.7 ± 0.4 vs. 3.8 ± 0.7, P<0.01), with no other differences observed. Mean power output for each high-intensity interval was 9% higher during the hard compared to the ghost condition (199 ± 57 W vs. 181 ± 51 W, P<0.01) and 3% higher for the ghost compared to the track condition (176 ± 50 W) (P<0.01), with no differences between track and blank conditions. Conclusion VR-exergaming can increase the enjoyment of an acute bout of HIIT in recreationally active individuals and, given that enjoyment of exercise predicts adherence, it may be effective for promoting adherence to HIIT in the general population. By helping individuals race against their previous performance and by surreptitiously increasing resistance, it is also possible to increase exercise intensity without compromising enjoyment. These may be effective techniques to maximise exercise stress and adaptation during a HIIT programme.

AB - Introduction High-intensity interval training (HIIT) has the potential to improve human cardiometabolic health, however concerns remain over real-world long-term adherence and compliance.. Exergaming can increase enjoyment (a key predictor of exercise adherence) and performance of cycling. The objectives of this study were to determine if: i) virtual-reality (VR)-HIIT (track) can elicit higher levels of enjoyment and performance compared to a standard HIIT (blank) and; ii) performance during VR-HIIT can be increased by having participants race against their own performance (ghost) or by surreptitiously increasing resistance (hard). Methods Sixteen participants (eight males, eight females, maximal aerobic capacity: 41.2 ± 10.8 ml/kg/min) completed four VR-HIIT conditions in a partially-randomised cross-over study; 1a) blank, 1b) track, 2a) ghost, and 2b) hard. VR-HIIT sessions consisted of eight 60 s high-intensity intervals interspersed by 60 s recovery intervals, at a resistance equivalent to 70% (77% for hard) and 12.5% maximum power output, respectively, at a self-selected cadence. Enjoyment was assessed using the Intrinsic Motivation Inventory (Ryan, 1982) immediately post-exercise. Paired t-tests were used (blank vs. track, track vs. ghost, ghost vs. hard) to assess differences between modes. Results Enjoyment was higher in the track compared to the blank condition (4.7 ± 0.4 vs. 3.8 ± 0.7, P<0.01), with no other differences observed. Mean power output for each high-intensity interval was 9% higher during the hard compared to the ghost condition (199 ± 57 W vs. 181 ± 51 W, P<0.01) and 3% higher for the ghost compared to the track condition (176 ± 50 W) (P<0.01), with no differences between track and blank conditions. Conclusion VR-exergaming can increase the enjoyment of an acute bout of HIIT in recreationally active individuals and, given that enjoyment of exercise predicts adherence, it may be effective for promoting adherence to HIIT in the general population. By helping individuals race against their previous performance and by surreptitiously increasing resistance, it is also possible to increase exercise intensity without compromising enjoyment. These may be effective techniques to maximise exercise stress and adaptation during a HIIT programme.

M3 - Abstract

ER -