Key result
VR exergaming lowers post-training SBP ~10 mmHg vs conventional training in hypertensive older adults.
Why the study?
To examine the initial efficacy of a virtual reality exergame on blood pressure, body composition, lung function, physical working capacity, and mobility in older hypertensive adults, and explore reachable exercise intensities.
Does a 6-week VR exergame improve blood pressure and exercise intensity compared to conventional training in older adults with essential hypertension?
RCT (n=35)
None
Stratified random allocation
No
Does a 6-week VR exergame improve blood pressure and exercise intensity compared to conventional training in older adults with essential hypertension?
Effect estimate: d -0.65 (95% CI -17.28-0.99)
Absolute Event Rate: 125.87% vs 135.67%
p-value: p=0.039
A 6-week VR exergame intervention in older hypertensive adults successfully achieved target exercise intensities and reduced blood pressure post-training, highlighting its potential as an engaging exercise modality.
Supports VR exergaming as exercise option for older hypertensives; extends RCT evidence to immersive modalities.
This study aimed to examine the initial efficacy of a virtual reality (VR) exergame for blood pressure (BP), body composition, lung function, physical working capacity, and mobility in older hypertensive adults. Furthermore, the objective was to explore the exercise intensities that can be reached during the training. This study was designed as a randomized controlled pilot trial. The exergame group (EG) completed 6-week training using VR; the conventional training group (CTG) performed conventional group training over the same time period. The sample included thirty-five participants with essential hypertension randomized with a ratio of 2:1 to EG (n = 23) and CTG (n = 12). The training was performed twice a week and consisted of strength endurance and endurance training sessions in alteration, which lasted from 20 to 30 min. Within the groups, systolic and diastolic BP were significantly reduced only in the EG. There were no group differences with regard to BP. The heart rate (HR) results showed no significant differences within and between groups in the pre–post comparison. Overall, a significant increase in HR during exercise was observed in both groups. On average, only the EG was able to reach the target intensity of 40–60%. In addition, blood pressure was significantly lower 5 min after training in EG than in CTG. This pilot study showed that 6 weeks of training with VR can lead to reaching the target heart rate during exercise and indicate a greater reduction in BP after training in older adults with hypertension. This pilot study provides useful insights into the potential of VR exergaming and for future research.
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Vorwerg et al. (2024) conducted an RCT in Essential hypertension (n=35). Virtual reality (VR) exergame vs. Conventional group training was evaluated on Systolic blood pressure 5 minutes after training (d -0.65, 95% CI -17.28-0.99, p=0.039). A 6-week virtual reality exergame intervention resulted in significantly lower systolic blood pressure 5 minutes post-training (d -0.65) compared to conventional training in older adults with essential hypertension.
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