Crossover study reveals omnidirectional treadmill enhances physical activity intensity compared to traditional controllers, suggesting better health benefits.
Background: Virtual reality (VR) technology has emerged as a promising tool for promoting physical activity through immersive gaming experiences. This study aimed to compare the physiological responses and perceived exertion during VR gaming using two different locomotion interfaces: omnidirectional treadmill and traditional controllers. Methods: Twenty-one university students (7 women, 14 men; age 23.5 ± 1.4 years) participated in a crossover study comparing physical activity intensity during VR gaming using traditional controllers versus an omnidirectional treadmill (Virtuix Omni). Participants played VRZ Torment for 15 min in each condition, separated by 30 min washout periods. Physiological responses were measured using indirect calorimetry (Cortex METAMAX® 3B), heart rate monitoring (Polar V800), and subjective ratings of perceived exertion (RPE). Exercise intensity was classified according to established guidelines, and user satisfaction was assessed using a 10-point scale. Results: Omnidirectional treadmill locomotion resulted in significantly higher physiological responses and perceived exertion across all measured variables compared to controller-based movement: heart rate (76.7 ± 11.7% vs. 51.7 ± 9.5% HRmax, p < 0.001), metabolic equivalents (7.3 ± 1.7 vs. 2.1 ± 0.3 METs, p < 0.001), and RPE (14.4 ± 2.9 vs. 9.3 ± 1.5, p < 0.001). Treadmill gaming achieved vigorous-intensity exercise, while controller gaming remained at light intensity. User satisfaction was significantly higher with treadmill locomotion (8.5 ± 1.3 vs. 5.0 ± 2.3, p < 0.001). Strong correlations were observed between physiological measures only during high-intensity treadmill exercise. Conclusions: Omnidirectional treadmill VR gaming achieves vigorous-intensity physical activity sufficient to meet health recommendations, while traditional controller gaming provides only light-intensity exercise. These findings support the potential of locomotion-enhanced VR systems for health promotion.
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Polechoński et al. (2025) studied this question.
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