Evaluating the Actual and Perceived Exertion Provided by Virtual Reality Games

Virtual Reality games have shown potential to make exercise fun and engaging. This is because many virtual reality games, using devices like the HTC Vive, offer engaging experiences where interaction requires the player to physically move around, moving their arms and body. This paper presents the first work evaluating the actual and perceived exertion in four existing virtual reality games. Our key contribution is in the insights about the exertion provided by four diverse types of VR games, highlighting their potential value for improving exercise levels. Our work points to the need for standards to classify VR games in terms of both the cardiovascular level and the particular muscle groups

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