Fitness video games may misrepresent exercise intensity for people with diabetes
People with type-1 diabetes are being cautioned about the use of fitness video games, as a new study conducted by Staffordshire University and Federal University of Vale do Sao Francisco has found that these exergames can distort individuals’ perception of fatigue, potentially posing harm to those with the condition.
Controlling blood glucose levels before and after exercise is crucial for patients with type-1 diabetes in order to prevent complications. It is equally important to regulate exercise intensity, whether real or virtual, as part of this management process.
Traditionally, patients have relied on a simple chart to measure their perceived exertion on a scale of 1 to 10, with 1 representing minimal effort and 10 reflecting maximum effort. While this method has been effective for conventional forms of exercise, researchers sought to determine if the same scale can be applied to exercise conducted through video games.
Dr. Pooya Soltani, Senior Lecturer in Games Technology at Staffordshire University, stated, We wanted to investigate whether this scale can also be used when exercising with video games.
The trial involved assessing correlations between physiological measurements of exercise intensity, such as metabolic equivalent (MET), oxygen consumption, and heart rate, during both real and virtual exercise sessions.
Participants with type-1 diabetes engaged in two 30-minute sessions of moderate-intensity exercise, either running or playing the Kinect Adventures! video game. Following the sessions, they rated their perceived exertion on the Borg scale, which ranges from 6 to 20 points.
Co-author Jorge Luiz de Brito Gomes from the Federal University of Vale do Sao Francisco explained, The RPE and MET values were strongly correlated in real exercise but were moderately correlated during the virtual exercise session. Other metabolic and physiological variables were mostly low and lacked statistical significance during the virtual exercise.
These findings underscore the importance of exercising caution when applying the 6 to 20 point RPE scale to different types of exercise, particularly virtual sessions, as they may not accurately reflect the physiological and metabolic intensity experienced.
In light of these results, the researchers recommend the adaptation of older measurement tools, such as the 6 to 20 point RPE scale, to accommodate newer virtual game platforms.
Dr. Soltani further emphasized, While active video games and virtual reality offer potential motivation and increased adherence to physical activity, our research indicates that the current 6 to 20 RPE scale needs to be updated to ensure the safe and effective utilization of immersive games. In the meantime, healthcare professionals who wish to incorporate virtual sessions with exergames into their practice should exercise caution when employing subjective measures of physical activity.
The study serves as a valuable reminder that individuals with type-1 diabetes should approach fitness video games with care, considering the potential discrepancy between perceived exertion and actual physiological intensity. By further refining and adapting measurement tools, the aim is to enable safe and beneficial exercise experiences, both in traditional and virtual environments.
Journal reference:
de Brito Gomes, J. L., et al. (2023). Is rating of perceived exertion a valid method for monitoring exergaming intensity in type-1 diabetics? A cross-sectional randomized trial. Journal of Bodywork and Movement Therapies. doi.org/10.1016/j.jbmt.2023.05.018.