Physiological and Psychological Responses of Virtual Reality Boxing Gameplay and Shadowboxing in Adults

Start Date

August 2025

End Date

August 2025

Location

ALT 303

Abstract

Background: Boxing movement-based exergames consistently produce the highest activity intensity. However, no studies have compared the activity intensity of boxing-based virtual reality (VR) exergames to conventional shadowboxing. The primary aim of the study was to compare the oxygen consumption (VO2), heart rate (HR) and enjoyment of boxing-based VR exergames: Thrill of the Fight (TOF), Supernatural and Fit-XR to conventional shadowboxing.

Methods: Fourteen (8 male) adults ages 19-53, completed 10-min of rest and then 12 min of TOF, Supernatural, FitXR, and shadowboxing led by a vidoe instructor. Exercise intensity was measured via VO2 and HR, and after each workout, surveys assessed enjoyment. Repeated measures ANOVA compared VO2, HR and enjoyment between conditions.

Results: Participants average age was 30.4±12.4 years. For VO2, TOF (31.4±5.9 mL/kg/min) had significantly higher (p<0.001) values compared to Supernatural (26.5±4.6 mL/kg/min), FitXR (26.4±6.0 mL/kg/min), and shadowboxing (26.0±5.1 mL/kg/min). For HR, TOF (160.0±20.1 bpm) had significantly higher (p<0.001) values compared to Supernatural (147.5±19.8 bpm), and shadowboxing (141.0±21.5 bpm), but not FitXR (146.9±19.7 bpm). For enjoyment, Supernatural (1.6±0.9) and FitXR (1.6±0.8) were significantly more enjoyable (p<0.01) than Shadowboxing (3.4±1.7), but not different than TOF (2.5±2.0). Men (1.3±0.5) enjoyed TOF significantly more than women (4.2±2.0, p<0.01)), but there were no differences in enjoyment for any other condition.

Conclusion: The exercise intensity of the VR exergames matched shadowboxing, and therefore, may be used as a physical activity outlet to meet health recommendations for adults interested in video games. Gender may impact enjoyment of some boxing-based VR exergames.

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Aug 8th, 11:30 AM Aug 8th, 11:45 AM

Physiological and Psychological Responses of Virtual Reality Boxing Gameplay and Shadowboxing in Adults

ALT 303

Background: Boxing movement-based exergames consistently produce the highest activity intensity. However, no studies have compared the activity intensity of boxing-based virtual reality (VR) exergames to conventional shadowboxing. The primary aim of the study was to compare the oxygen consumption (VO2), heart rate (HR) and enjoyment of boxing-based VR exergames: Thrill of the Fight (TOF), Supernatural and Fit-XR to conventional shadowboxing.

Methods: Fourteen (8 male) adults ages 19-53, completed 10-min of rest and then 12 min of TOF, Supernatural, FitXR, and shadowboxing led by a vidoe instructor. Exercise intensity was measured via VO2 and HR, and after each workout, surveys assessed enjoyment. Repeated measures ANOVA compared VO2, HR and enjoyment between conditions.

Results: Participants average age was 30.4±12.4 years. For VO2, TOF (31.4±5.9 mL/kg/min) had significantly higher (p<0.001) values compared to Supernatural (26.5±4.6 mL/kg/min), FitXR (26.4±6.0 mL/kg/min), and shadowboxing (26.0±5.1 mL/kg/min). For HR, TOF (160.0±20.1 bpm) had significantly higher (p<0.001) values compared to Supernatural (147.5±19.8 bpm), and shadowboxing (141.0±21.5 bpm), but not FitXR (146.9±19.7 bpm). For enjoyment, Supernatural (1.6±0.9) and FitXR (1.6±0.8) were significantly more enjoyable (p<0.01) than Shadowboxing (3.4±1.7), but not different than TOF (2.5±2.0). Men (1.3±0.5) enjoyed TOF significantly more than women (4.2±2.0, p<0.01)), but there were no differences in enjoyment for any other condition.

Conclusion: The exercise intensity of the VR exergames matched shadowboxing, and therefore, may be used as a physical activity outlet to meet health recommendations for adults interested in video games. Gender may impact enjoyment of some boxing-based VR exergames.