VR Exercise Games Tackle Obesity and Aid the Disabled
The general public is also looking more at using VR games to boost exercise, according to The New York Times.
Some people have injuries or disabilities that prevent them from traditional forms of exercise, and anecdotal evidence suggests that VR video games with an exercise component can help them maintain their fitness levels.
A 2019 study by the Journal of Special Education Technology called such games “a promising tool” to help kids achieve the recommended minimum daily amount of 30 minutes of moderate physical activity.
Among the more popular games are Oculus Quest’s Beat Sabre, Box VR, The Thrill of the Fight, SoundBoxing and Holopoint, to name a few.
Another study cited in the journal’s study noted that “physical activity is a key factor in preventing health problems that result from leading a sedentary lifestyle and can positively impact the health, fitness, and behavior of adults and youth.”
The Virtual Reality Institute of Health and Exercise and the Kinesiology department at San Francisco State University have teamed up to develop the VR Health Exercise Tracker “built on hundreds of hours of VR-specific metabolic testing using research-grade equipment.” The tracker collects metabolic data, including number of calories burned.
A good personal computer, VR headset (ranging in price from $350 to $800) and 6 square feet in which to move around are all a user needs to play these video fitness games, reported CNN.
That means K–12 institutions can easily make space for gamers and spur students to get off their mobile phones and tablets — and students won’t even realize they are exercising.