File
Gilbert Tian Seng Yeo, Muhammad Jazimin Bin Haron, Shiek Abdullah Ismail
Purpose:
Objectives:
- Investigate the physiological demands (BP, HR and BG levels) when playing Ring Fit Adventure game
- Evaluate exercise intensity using HR response as percentage of age-predicted maximum HR and RPE levels
- Examine enjoyment levels of the game
Hypothesis:
- Participants will achieve at least moderate intensity
- Majority of the participants will report high enjoyment levels
Methods:
Study design:
- Cross-sectional observational study
Inclusion criteria:
- Adults with at least one chronic disease with medication
- Independent, able to perform exercises in standing
- Able to speak and understand English
- Safe for exercise
Exclusion criteria:
- History of cancer, cardiac disease or pulmonary diseases
- Symptoms suggestive of cardiovascular disease
- Poor cognition
- Pregnant
Procedure:
- Informed consent
- International Physical Activity Questionnaire
- Anthropometric measurement
- Baseline parameters.
- Wear HR monitor chest strap
- Familiarisation round
- First stage of adventure mode
- Reassess vital signs, BG, RPE and BG
- 10 minutes rest
- Second stage of adventure mode
- Reassess vital signs, BG and RPE
- Rest, reassessment every 5 minutes until close to baseline
- Exergame Enjoyment Questionnaire.
Results:
- Twenty participants were recruited.
- Baseline vital signs were normal
- HR after completing both stages were higher (p0.001). Average HR during the entire game was 111.6 +20.6 bpm. This was significantly higher compared to baseline (p0.001) and was about 67.15 +11.1% of age predicted maximum HR, classified as moderate intensity. Average peak HR recorded was 138.6 +22.1 bpm, which is about 83.5 +11.1% of age predicted max HR, classified as vigorous intensity.
- RPE values after completing both stages was significantly higher (p0.001). RPE values was 3.08 +1.15 and 4.00 +1.35, classified as moderate to somewhat hard.
- BG levels after completing both stages was significantly lower (p=0.001). There were no hypoglycaemic episodes.
- There were no significant changes to SBP and DBP after completing World 1 and World 2.
- Using the Exergaming Enjoyment Questionnaire, mean score was 77.6 +6.67.
- There were no adverse events during the study.
Conclusion(s):
- This study demonstrates that Ring Fit Adventure is a safe and effective AVG that elicits moderate to vigorous cardiorespiratory responses.
- The gamification enhances exercise enjoyment, as users experience a sense of accomplishment through character progression or virtual rewards
- Future work can look into the use of Ring Fit Adventure in the long term and its impact on body composition, fitness level and exercise adherence
Implications:
- Ring Fit Adventure can be recommended as a safe, effective exercise option for patients with chronic disease
- Game developers would know design principles for future AVGs that prioritise fitness and health outcomes
Funding acknowledgements:
Alexandra Health Enabling Grant (AHEG 2112).
Keywords:
Active video game
exercise
cardiovascular
exercise
cardiovascular
Primary topic:
Health promotion and wellbeing/healthy ageing/physical activity
Second topic:
Non-communicable diseases (NCDs) and risk factors
Third topic:
Other
Did this work require ethics approval?:
Yes
Name the institution and ethics committee that approved your work:
National Healthcare Group Domain Specific Review Board
Provide the ethics approval number:
2021/01064
Has any of this material been/due to be published or presented at another national or international conference prior to the World Physiotherapy Congress 2025?:
No