Training effects of set- and repetition-interval rest time on recumbent-boxing exercise: Could virtual reality improve further?
Yi Wang,
Qi Chen,
Liangchao Liu,
Qiuhong He,
James Chung-Wai Cheung,
Duo Wai-Chi Wong,
Yang Liu,
Wing-Kai Lam
Affiliations
Yi Wang
Department of Physical Education, Renmin University of China, Beijing 100872, China; Sports and Social Development Research Center, Renmin University of China, Beijing 100872, China
Qi Chen
Physical Education Department, University of International Business and Economics, Beijing 100029, China
Liangchao Liu
Physical Education Department, University of International Business and Economics, Beijing 100029, China
Qiuhong He
School of Physical Education, Changzhou University, Changzhou 213164, China; Corresponding author
James Chung-Wai Cheung
Department of Biomedical Engineering, Faculty of Engineering, The Hong Kong Polytechnic University, Hong Kong 999077, China
Duo Wai-Chi Wong
Department of Biomedical Engineering, Faculty of Engineering, The Hong Kong Polytechnic University, Hong Kong 999077, China; Research Institute for Sports Science and Technology, The Hong Kong Polytechnic University, Hong Kong 999077, China; Corresponding author
Yang Liu
L&L Technology PTY Company Limited, Cheltenham, VIC 3192, Australia; School of Mechanics and Safety Engineering, Zhengzhou University, Zhengzhou 450001, China
Wing-Kai Lam
Sports Information and External Affairs Center, Hong Kong Sports Institute, Hong Kong 999077, China
Summary: This study examined the influence of set-interval and repetition-interval rest time of virtual reality (VR) boxing game in supine-lying posture. Fifty healthy middle-aged adults were randomly assigned into VR and non-VR groups to perform six different exercise protocols with varying set-interval and repetition-interval rest times (S0R0, S0R1/3, S0R2/3, S40R0, S40R1/3, and S40R2/3). Analysis on the non-VR group showed significant differences between exercise protocols for average heart rate (p < 0.001), maximum ventilation volume (p < 0.001), respiratory quotient (p < 0.001), oxygen pulse (p < 0.001), and excess post-exercise oxygen consumption (EPOC) (p = 0.003). VR appeared to have no further improvement on physical training effects in middle-aged adults, while the participants reported negative experience that might be associated with the over-exertion. Future study might need to explore game design elements that can accommodate high-exertion exercises.