During physically interactive video game play (e.g., Nintendo Wii), users are exposed to potential distracters (e.g., video, music), which may decrease their ratings of perceived exertion (RPE) throughout game play. The purpose of this investigation was to determine the association between RPE scores and heart rate while playing the Nintendo Wii. Healthy adults (N = 13, 53.5 ± 5.4 years old) participated in two exercise sessions using the Nintendo Wii Fit Plus. During each session participants played a five-minute warm-up game (Basic Run), two separate Wii Fit Plus games (Yoga, Strength Training, Aerobics or Balance Training) for fifteen minutes each, and then a five-minute cool down game (Basic Run). Borg RPE and heart rate were assessed during the final 30 seconds of the warm up and cool down, as well during the final 30 seconds of play for each Wii Fit Plus game. Correlation analysis combining data from both exercise sessions indicated a moderate positive relationship between heart rate and RPE (r = 0.32). Mixed-effects model regression analyses demonstrated that RPE scores were significantly associated with heart rate (p < 0.001). The average percentage of age-predicted heart rate maximum achieved (58 ± 6%) was significantly greater (p = 0.001) than the percentage of maximum RPE indicated (43 ± 11%). Borg RPE scores were positively associated with heart rate in adults during exercise sessions using the Wii Fit Plus. However, this relationship was lower than observed in past research assessing RPE validity during different modes of exercise (e.g. walking, running) without distracters.
International Journal of Exercise Science
Creative Commons Attribution-No Derivative Works 4.0
Pollock, Brandon; Barkley, Jacob E; Potenzini, Nick; Desalvo, Renee M.; Buser, Stacey L.; Otterstetter, Ronald; Juvancic-Heltzel, Judith A. (2013). Validity of Borg Ratings of Perceived Exertion During Active Video Game Play. International Journal of Exercise Science 6(2) 164-170. Retrieved from https://oaks.kent.edu/article/validity-borg-ratings-perceived-exertion-during-active-video-game-play