Physiological and psychological responses to an immersive virtual reality boxing exergame
DOI:
https://doi.org/10.7752/jpes.2026.01005Keywords:
exercise intensity, energy expenditure, metabolic equivalents, heart rate, perceived exertion, enjoymentAbstract
Immersive virtual reality exergaming is an increasingly common way to become physically active, yet its ability to provide vigorous exercise has not been well described. This exploratory study quantified the acute physiological responses of sixteen healthy young adults to fourteen-minute virtual reality boxing gameplay session. Participants completed five two-minute rounds separated by a minute rest period while oxygen uptake and carbon dioxide production were measured breath by breath using a portable gas analysis system. Heart rate was recorded continuously by a chest strap mounted monitor. From these recordings, metabolic equivalents and energy expenditure were calculated. Immediately after completing their session participants reported perceived exertion, Borg’s Rating of Perceived Exertion, and enjoyment, Physical Activity Enjoyment Scale. On average, participants expended a total of 161.7 ± 18.0 kilocalories, 11.6 ± 1.3 kilocalories per minute and achieved 9.2 ± 1.8 metabolic equivalents, with the lower bound of the 95 percent confidence interval remaining above the American College of Sports Medicine threshold for vigorous intensity. Mean heart rate was reported as 163 ± 6 beats per minute corresponding to 93 ± 4 percent of age predicted maximal heart rate. Peak heart rate reached 186 ± 8 beats per minute. Participant perceptual responses reflected experiencing high effort and positive affect, the average perceived exertion rating was 17 ± 1 on the 6 to 20 scale and an enjoyment score of 4.0 ± 0.5 on a 5point scale. Taken together, these finding together indicate that as an exercise medium, upper body focused immersive virtual reality can produce vigorously intense physiological responses while remaining highly enjoyable for users. This suggests that this medium of interactive, immersive exercise may offer a time efficient and engaging option for individuals seeking alternatives to traditional exercise options. Larger and longer-term studies are needed to determine whether these acute observations are sustainable and whether this modality can be integrated into accessible, structured exercise programs.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Journal of Physical Education and Sport

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 Unported License.






