Key result
Virtual reality strength endurance training elicited a significantly higher mean heart rate during the main exercise phase compared to virtual reality endurance training (106.08 vs 96.98 bpm) in older adults with hypertension.
Why the study?
Whether virtual reality exergames are appropriate and contribute positively to reducing blood pressure in older patients had not been sufficiently investigated.
Does virtual reality exergaming achieve moderate load intensity and reduce short-term blood pressure in older patients with hypertension?
Does virtual reality exergaming achieve moderate load intensity and reduce short-term blood pressure in older patients with hypertension?
Mean Difference: 9.1 (95% CI 4.84–13.36)
Absolute Event Rate: 106.08% vs 96.98%
p-value: p=<0.001
Virtual reality exergaming can achieve moderate load intensities and induce short-term postexercise hypotension in older adults with hypertension, suggesting it may be a viable tool for blood pressure management.
VR exergames may lower BP acutely in older adults; leaves open their role versus conventional exercise in hypertension management.
BACKGROUND: Lifestyle changes and physical activity can make an important contribution to reducing the risk factor for high blood pressure (BP). Whether virtual reality (VR) exergames are also appropriate and make a positive contribution to the reduction of BP has not yet been sufficiently investigated. Therefore, the aim of the study was to gain knowledge of the load intensities to be achieved during a VR exergame and to examine the short-term effects on BP. METHODS: For the preliminary study, 22 participants with hypertension over the age of 65 years were analyzed. The study took place in a mobile laboratory truck. All participants visited on two occasions. During visit 1, VR strength endurance training (VR-SET) and during visit 2, VR endurance training (VR-ET) was performed. Each VR session lasted approximately 25 min and was of a moderate intensity. Heart rate (HR) was measured across the entire session, as well as BP before and after the VR exergame. The Rating of Perceived Exertion (RPE) and task load using NASA Task Load Index were determined after each VR session. Included in the statistical analysis were the Shapiro-Wilk test, the paired t-test, the Wilcoxon test and ANOVA for repeated measures. RESULTS: During the "main part" (p < .001), at the "end" (p = .002) and for the "maximum HR" (p < .001), significant load differences between both VR sessions could be determined. In addition, significantly more participants in the VR-SET group achieved a moderate load intensity of at least 40% of heart rate reserve (p = .014). Regarding RPE, participants rated their subjectively perceived exertion significantly higher in the VR-SET than in the VR-ET (p = .028). Systolic BP decreased significantly in both VR sessions when compared before VR session and 5 min after VR session (p = .015; p = .003), as well as before VR session and 10 min after VR session (p = .018; p < .001). CONCLUSIONS: An individual moderate load intensity of 40% can be reached during VR-SET. In addition, a positive short-term effect of the VR exergame on BP behavior (postexercise hypotension) was observed after both VR sessions. The preliminary results indicate that a VR exergaming could lead to blood pressure lowering effects for older people with hypertension. TRIAL REGISTRATION: The study was registered in the German Clinical Trials Register (DRKS-ID: DRKS00022881, 07/09/2020, https://drks.de/search/de/trial/DRKS00022881 ).
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Vorwerg et al. (2023) studied Essential hypertension (n=22). Virtual reality strength endurance training (VR-SET) vs. Virtual reality endurance training (VR-ET) was evaluated on Mean heart rate during the main part of the VR session (MD 9.1 bpm, 95% CI 4.84-13.36, p=<0.001). Virtual reality strength endurance training elicited a significantly higher mean heart rate during the main exercise phase compared to virtual reality endurance training (106.08 vs 96.98 bpm) in older adults with hypertension.
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