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Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

The outcome variables for HR, RPE, the accelerometer, and PACES were analyzed with dependent t tests to determine whether differences existed between games. We conducted a 2 (game) × 4 (time: baseline, 1‐4 min, 5‐9 min, and 10‐14 min) repeated measures ANOVA on the raw HR data to examine whether HR increased from baseline (HR just prior to gameplay) to during gameplay for each game.

Brenden Boots, Daniel Berg, Easton Hewitt, Keith Naugle, Kelly Naugle

JMIR Serious Games 2025;13:e66593